Hobbyist solo dev with embarrassingly big dreams, trying to understand coding, color theory, and my own brain
Godot / Aseprite / Ableton Live
He/him
| Games | https://theioti.itch.io/ |
Hobbyist solo dev with embarrassingly big dreams, trying to understand coding, color theory, and my own brain
Godot / Aseprite / Ableton Live
He/him
| Games | https://theioti.itch.io/ |
It's embarrassing how much commenting on people's jam games and replying to comments on mine totally drains my social battery, lol. I was not made for life in this world.
...But also I'm genuinely very grateful to everyone who takes the time to play my game and comment on it, I can't even express it.
Just wrapped up the Godot Wild Jam!
https://yestea.itch.io/two-below
now for a bit of gaming and tons of sleep๐โ
Oof. I feel like every time I join a game jam life is like, "Oh, you need time for something? Nope!" (Oh, by the way, I was doing a game jam this week and didn't post *anything* about it, so there's that.)
Anyway, I submitted with three whole minutes until the deadline. I wish I'd had more time to fix some annoying bugs and polish it up, but here we are. Anyway, if anyone's interested you can check out my entry!
Monthly dev update is live!
Introducing Gui and Meissa's final sprites and a first look at combat animations!
๐ Hi everyboodddy! I hope your Sunday has been doing good ๐
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Added camera target tracking boundaries so that the camera does not wiggle on every small movement, and only starts to go up at the very top of a full height jump. The Y axis center is offset upward slightly to allow for a bit more camera view when falling than you would get if the bounds were totally symmetrical. The character is outside the boundaries as the camera in this scenario has reached the Y axis boundary for its own viewport collisions.