Indie or hobbyist, if you’re a game developer with a Tumblr blog dedicated to your process and progress, reblog this!
You will be added to The Game Developer Network.
You can read about the network here.
If you have a Twitter you’d like linked, please include that in your reblog!
You can also be added to the directory by messaging me.
** Remember: This is only for game developers.
Basically, my reason for creating this is so that gamedevs on Tumblr can find fellow gamedevs. It’s kind of like an easy to navigate directory to find and connect with people who are also working on games.
Don’t be scared to ask or reblog! This is for all game developers on Tumblr! Really. Don’t feel lame. Help me help you~
"Ping Pong Boys" is a manga/anime parody about a 15 year old boy and his friends who want to master the art of ping pong in a hopeless world.
That’s what this blog is gonna be all about. Character designs are first out, and I’m open to all suggestions! Several designs are already made and put on schedule, so please follow (if you feel like it). And the main character has been posted, so just visit to check it out! :D
Get ready for PING! PONG! BOYS!!!
I participated in a competition where the goal was to make a prototype of a game in 10 days. This is what I came up with if anyone’s interested. It’s a puzzle platformer in which you control a beam that starts off cold and becomes hotter the further it goes. (The game is in Norwegian, but here are at least the controls in english: WASD to move, jump and enter doors. Hold LMB to shoot, hold RMB to view room. R to restart room.)
6.86 mb download of exe
(no need for installation or anything):
I made a graph about where I’m at right now
Chromatic Typewriter Prints
Tyree Callahan has recycled (or upcycled, perhaps) a classic 1937 Underwood typewriter by replacing letters with sponges soaked across the spectrum with bright yellows, reds, blues and combinations thereof.
MY MIND IS FUCKING BLOWN
"I’ll need these later." I say as I scroll past 200 lines of comments
MULAN WAS A KYOSHI WARRIOR
I always wondered how she pulled that move off without cutting off her hand and when I realized it was impossible, I was devastated.
No that isn’t impossible. She twists the fan. She doesn’t just pull down. It is feasible, difficult, but not impossible.
Wanna talk impossible? How about how he just JUMPED THROUGH A FUCKING ROOF.
Still looking for an artist to join my project.
- Dungeon crawl
- Town management/building
- Turn based combat
If you want to know more, contact me or check out my blog. If interested, send a question/fanmail thing here on tumblr.
Generated dungeon example below…
zoomed out, not final version (clicky!)
Also, if you would like to help me in other ways - please reblog! I would appreciate it very much:)
Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !
From time to time
This is one of our several attempts of boss music. The music will have a special role, when coming to how the boss fight will develop. Also, this is not the final version. We plan on upgrading the music eventually, so consider this a draft for now. Without further ado, this is the castle theme, boss version.
This is what I’ve been doing for the past days: Learning about verlet physics! I made a video that shows you what you can do with its awesome formulas. I’m just so surprised I didn’t know about these formulas already. They are really useful.
This sounds awesome! Is it available? Also, I have a suggestion: what if for the temples and stuff, rather than moving to the end of a map and entering a new one (like from a forest map to a temple map), you entered a temple map through a door object
Thank you! It’s not really available since it’s not a real game yet. I have to put in a tutorial and a way to gather your first resources. And the door object thing is a good idea. I had actually planned something similar for the pyramids in the desert biome where you have to find the pyramid’s entrance.
In the beginning I just wanted to see if I were able to create a game out of huge 2D arrays. I saw how Squarebit had managed to do it and that’s what got me started. I’ve played a lot of Minecraft and Terraria (and still do) which made me realize all the different things I could put into the game; random generation, exploration, lots of items, crafting system, temples, traps, endless open worlds, multiplayer, building, combat. My project started out with the name of “blockbased game test”, and it wasn’t really supposed to be anything other than a test really.
But now that that’s out of the way; there are some differences. Here are some that already exist in the game, and some that I have planned out:
• The inventory system consists of a resizeable “hand” (toolbar) and
“backpack” (storage) which is defined by what backpack item you have in your backpack slot.
• While terraria has one grid world to move around in, my game consists of many grids. If you move to the end of one grid, you’ll generate a new one and jump to that one. Each of these grids have their own biome. An endless world.
• Crafting uses the same style as Minecraft, but the crafting grid are in other sizes than 4x4 and 9x9 depending on what you craft with, you can’t craft everything on one crafting bench, you’ll need different crafting areas.
• There’s an item book which stores recipes and information about all items. When obtaining an item, you get its information. Also NPC’s can give you information about items you don’t have and ways to get them.
• I’m gonna add a lot of biomes to the game, and the possibility of different world grids lets me make small ones as well. For e.g. houses or temples.
• I’ve got space planned out, when you progress in the game your technology will eventually get into the scifi area where you can build your own space ship and explore different planets with crazy random generation and block types.
• I’ve been thinking of adding story elements. You’re going to start off in a village or camp with some NPCs which will work as a tutorial. NPCs are NOT going to be the same as in Terraria. There will be villages and NPCs with houses and shops. Large towns, small villages, forest cottages, castles, secret underground shelters.
Multiplayer will make it hard to make “deep” stories, but I’ll see what I can do.
• Natural disasters; tornados, earth quakes, volcanos.
• Sneaking. Enemies can only notice you if they hear or see you. This opens for a lot of possibilities.
• Seasons, different months.
I’m just doing this project for fun. I add the things I would like to play myself, and I think I’m gonna keep doing that (but I’m still open for suggestions of course). Inspiration is the most important resource for ideas, and that’s how we’ve got many of the good games we have today. I love the “block exploration genre”, and I want to expand it.
Worked a lot on the game today as well. The motivation is on my side now! The image does only show one of the changes, here’s a list:
• Finished category button designs in the item book.
• The changes that players have done in game do now get saved after they
disconnect in multiplayer.
• Players are now able to disconnect x)
• Server crash now causes a safe exit for the client.
• Server is now able to save and stop (not region changes yet though)
• Fixed region bug where huge data structures didn’t get deleted.
• Fixed button input bug.
• Fixed image tile bug when moving the field of view above y=0.
• Fixed connection bug when disconnecting without being in the world.