I finally replaced my Animech sprites and animations with something I'm happy with! I've been using a placeholder up until now. It's actually a fusion of 2 or 3 assets I bought on itch.io that I heavily modified to match the style I wanted.
Monterey Bay Aquarium
ojovivo

Janaina Medeiros
$LAYYYTER
Cosmic Funnies

祝日 / Permanent Vacation

Andulka
PUT YOUR BEARD IN MY MOUTH

almost home

Product Placement
todays bird
hello vonnie
DEAR READER
h
🪼
Peter Solarz
Aqua Utopia|海の底で記憶を紡ぐ
AnasAbdin
wallacepolsom
seen from Malaysia

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@fishwingdev
I finally replaced my Animech sprites and animations with something I'm happy with! I've been using a placeholder up until now. It's actually a fusion of 2 or 3 assets I bought on itch.io that I heavily modified to match the style I wanted.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Now you can select where you want to deploy your Animech, from your space ship! I'm really happy with the vibes in the cockpit with the stars. I was able to refactor my Xenolog screen utilities in order to build out the navigation computer pretty easily. It's all coming together :)
A little sneak peak of your head quarters.
Now my shadow mobs leave little cute footsteps. Running into these guys starts a battle, this was my take on the more random "tall grass encounters". I plan to alter the shadow mobs to hint at what creature they might be: color of the shadow, size/shape of the shadow, size/color/pattern of the footsteps, etc.
I made a new font! I wanted something italic for my "internal dialogue" boxes, styled differently than actual spoken dialogue. Fun fact, did you know there are over 2,000 unique two-letter character sequences? This font required ~450 unique kerning rules for custom letter spacing. My first (non-italic) font only required 2 or 3... I call it FF57I (very creatively, for Fisher's Font, 5x7, Italic)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
5/5 low ever post for tonight - the rest of what I've been working in is game play sequences. I added an in-game console to manipulate the game backend while playing. This has been super useful for teleporting/debugging/resetting game state, etc.
Your game looks cool. I hope it's playable someday.
Thank you :) I only just saw this question - about a year since I started this project. I actually can't believe I'm STILL working on it. But progress it coming a long - a lot has been built in the game since you asked.
4/? low effort post. Really happy with how the combat outro and transition turned out.
3/? low effort posts. New training sequence highlighter! Also coded conditional sequences to teach new mechanics as the first happen.
2/? low quality catch-up posts. Finally got a transfer sequence working.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
I haven't been posting regularly, but I have been chugging along! Since this blog is for me anyways, I guess it's time to just share some low effort recordings of what I've been working on
It's been a while - ARC Raiders has taken up more of my free time than I'd like to admit... But! I've been working on some combat improvements.
Statuses: I tried to convey more details about status conditions. I'm worried it's too much currently - but I'd rather add too much up front and then only keep what's important later. That said, I was able to create visual feedback for all the parts of a status:
Statuses are applied with "stacks" which are removed over time. This is shown with the status background, it's kind of like a vertical progress bar.
Based on thresholds of how many stacks are applied, the status is in level 1, 2, or 3 - indicated by the dots below it. As the level changes, a "upwards" or "downwards" animation is shown on top of it.
Statuses trigger their effects every 4 combat ticks (starting from the time they are applied). This is indicated by the "rotating" and flashing border.
Move "Animations": Not to be confused with actually animating my sprites, hehe - I added a flexible system for adding sprite transformations as skills are triggered. This was a relatively cheap way to add some much needed visual feedback for combat.
Tempo: Combat doesn't have to be real time, but if you queue moves fast enough, it is. If you're able to keep moves queued you increase your tempo, which adds a damage bonus. This used to be a tick counter, but I've changed it to a more abstract gauge.
Overall, I'm trying to focus on adding some more feedback elements (animations/sounds) to help the player understand if their actions are doing what they want. Combat is a tricky thing to balance and tune. I'm eager to get sounds working - and then I think I'll be at the point where I'd be happy to get some play testing and feedback on it.
What if pixels were triangles? I did a little experiment to generate isometric renderings from animated pixel art in Godot?
Sounds! I've been working on my sound engine - something that has barely existed until now. There are two big updates shown in this video:
Dialogue Sound: I emulated the Golden Sun dialogue sounds, I'm quite happy with it. It's still a little squeakier than I want it - but I've made it possible to tweak energy, pitch, speed, "worble", etc. to get different voices for different characters.
Spatial Audio: Entities can now emit sounds, and respect fall off configurations based on their distance from the camera. You can hear the energy shield door get quieter the further I walk away from it; you can also here the footsteps of the NPCs in the hallways as they walk by
I just grabbed some royalty free sound for now to work on the audio system, but I need to start putting my Foley Engineer hat on soon to start figuring our the "sound identity" of my game. Having realistic sounds doesn't fit the visual aesthetic, so I need to lean into heavily compressed/bit crushed GBA-esque sounds.
This bug has been haunting me since day one…
My camera follows a targeted entity, lagging slightly behind and speeding up as the entity gets further away. There's an equilibrium met where the speed of the entity matches the speed of the camera as it tries to catch up. This creates nice, fluid camera movements when the character starts or stops moving.
The problem is that slight differences in frame timings cause the camera movement jitter between two pixel coordinates, making the entity's render position flicker by a single pixel. The effect is subtle, it just makes the animation feel "off"…
The fix wasn’t obvious. I started tracking the standard deviation of camera-to-entity deltas over N frames. When the deviation’s low (steady motion), I lock the camera delta to a fixed threshold to stop per-frame jitter. Once it rises above that threshold, normal logic resumes.
The result? Smooth motion at last - no more phantom jitter, and I can finally sleep at night.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Today marks the first time that my custom game engine was used to actually create a game-like over-world experience! I'm working on building out the initial game loop for my first play-test build, and I can only do that thanks to the recent work I've done on my entity control system.
I loved being able to add dynamic dialogue fairly easily (e.g. tracking if you try to take other people's papers, how many times you try to enter a private area) - and design some decently complex world state sequences.
Here are some screen shots of the Tiled map for this scene:
I spent a lot of this weekend working on the startup sequence of my game. Primortal is a love story to the GameBoy Advanced and my childhood playing on it: it's rendered in 240x160, and your inputs are limited to A/B/Start/Select/D-Pad.
So when a player starts my game I want them to know, in their bones, that they're getting into a GBA game.
This is what I came up with :) I'm very happy with the visuals, I want to keep working on the audio, but today is honestly the first time I've touched music editing software in almost 20 years... So it will take some practice.
I'm a little concerned about flying too close to the sun with some of the mimicry/homage that there's some copyright infringement? I hope not... What do you think?