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Ooga Booga Game Devs

3.1k members β€’ Free

6 contributions to Ooga Booga Game Devs
Juice the Moose Update
I just updated my first game, Mooselutions. The update includes new animations for the player, particle effects when the moose charge, some camera shake to make the moose impacts more juicy, and a huge improvement to the pixel art rendering quality on the Steam Deck. You can read more about it here: Mooselutions - Juice the Moose Update - Steam News
0 likes β€’ Nov '24
That seems really cozy, did you do everything by yourself ? What stack/tools are you using ?
0 likes β€’ Nov '24
@Ted Bendixson Nice thanks. So you add to add Steam support "from scratch" in your own engine right ? I have no idea what that could look like, is the Steam API well made ? This is for adding achievements and such right ?
Day 5 & 6 : More pixel art assets
Hi ! I added more assets to the game, I'm actually starting to be happy about how it looks, prior to this project I had like 0 xp in pixel art, and I think it is starting to look decent. I need to change the font of the damage though, it is too "complex" and need to be more readable. I also cleaned my code a bunch and fixed some real stupid bugs I introduced. Last time I thought I was going to do more UI stuff but I think I will wait a bit, to have the basics of the game and a cleaner code base before doing so, because I would like to have some sort of simple editor to modify at runtime the tiles, stats etc... and have them be saved in some json or xml. So I'll just do it all at once. 🀨 I would like to start to tackle sound soon, in Odin there is already a miniaudio binding, so I'll probably use this to start, or maybe Fmod to avoid having to learn another lib later and change some of my code. But audio is really intimidating, I have about 0 knowledge. Whereas in "visual art", I used to play around with Photoshop, Sony Vegas and After Effect. For the sfx there is a few good videos and tips here, so I'll be starting with those, but for the music idk. And it is such a big and important part of a game...
FMOD integration
https://www.fmod.com/download Example helpers for using FMOD -> game1/fmod_sound.c Learn FMOD via this playlist
0 likes β€’ Nov '24
https://github.com/bigrando420/game1/blob/master/fmod_sound.c Link is dead, I think that is the actual link https://github.com/bigrando420/game1/blob/master/src/fmod_sound.c ?
Day 4 of new rebooted project
Hello all. I already reboot the game I was originally planning to do 🀨. First reason, I was using box2d, and not understanding much of it, so I spent the next 4 days developping a very little physics engine, following this goated playlist https://www.youtube.com/watch?v=lzI7QUyl66g&list=PLSlpr6o9vURwq3oxVZSimY8iC-cdd3kIs . After these 4 days I just realised that I'm not really having fun in the topdown style, and would much prefer a 2d platformer instead. So I kinda just started from scratch again, re-using parts of code that I considered good enough to keep. Right now this is where I'm at. I'm still using Raylib, Box2d (because optimizing a physics engine is wayyyy too much work for now, but I have a much better grasp of it now and I can actually do what I want with it) and Odin. I've made a few assets, all inspired from things from itch. The goal is still to make a survivor, probably very inspired by Risk of Rain 1 and Return. Next I would like to focus more on graphical assets, make a simple level and introduce basic parallax to the background. And also UI needs to be tackled.
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Devlog#3 fckup
Hi || Moro! I didn't listen and I fucked up.. Completely & totally overscoped the fck outta my first project. I really wanted to try a bit of everything, and in hindsight, that was the main reason I got stuck and lost the momentum. I also didn't properly plan or define the project's scope, so I often had to rewrite core stuff to fit the newer systems. And with thousands of lines, that became a burden. I had some cool systems working nicely (see my other posts), but I still hadn't nailed down the main gimmick or "thing". Adding more stuff just for the sake of it felt kinda pointless. Project #1 isn't completely dead, it's just on ice for now. I am still exited for the next project and fully committed to oogabooga and the caveman way. Failure != Failure My next project is a 2d diving game. This time I'm taking my sweet time with concepting and planning the project. Instead of infinite* procedural generation, it's going to be level based and I'll handcraft the levels to give them more "depth" Current scope is: - Level based - collecting resources & inventory management - crafting & upgrading - quests & npc's (maybe) - economy - worldmap with level selection - maybe even a story sorry for long read and no pictures (current concept-art is so scuffed i can't show it) - Jani
1 like β€’ Oct '24
Happens to everyone I think. I'm just starting game dev and (from my very little perspective) learning to manage time/scope might be one of the most challenging skill to learn. I just always want to perfect this or that, but I already spent 10 hours coding something and did not do any art for the game today πŸ˜ͺ But finding this community is definitely helping on this, I seem to recall myself more often to think less and just make something that works first. And some of tips from Randy's videos are golden and are saving me a lot of times. I'm sure you'll learn from Project #1, even if you don't, you gave me my daily reminder, so thx for that. Looking forward to see what you cooking
1-6 of 6
Louis Truchelut
3
44points to level up
@louis-truchelut-1786
CS student

Active 59d ago
Joined Oct 15, 2024