Pound cake is just sugar cookies but cake
Pound cake is just sugar cookies but cake
Glad to see a Pokemon game finally approach the graphical level of Dragon Quest 11
On my third Nabokov book and "In silence he ate his vanilla ice cream, which contained no vanilla and was not made of cream." is just great.
Finally have every Terraria achievement... Again. I'm starting to think this game actually has too much content? If that's possible?
Got default cheerios by accident, I didn't know they could get plainer than honey nut. They shouldn't.
Screenshot of the same moment in the Tomodachi Life Living the Dream direct from Nintendo of America, Nintendo Japan and Nintendo UK with different Miis in each.
Miis in the Tomodachi Life direct varied by region. The guy who was into the clown in the US version being replaced with an alien in every other region seems a little uncool?
The multiplayer UX of New Horizons is so bad, at this point I want the next Animal Crossing to have stronger multiplayer focus as part of the core design philosophy. With GameChat being one of the Switch 2's big features (in Nintendo's eyes at least) it seems somewhat likely?
Fun fact: PSYCHSPHERE (game I'm making) began with the concept of a Final Fantasy 1 style JRPG where the world, enemies, quest, etc., are uniquely generated each playthrough. That idea fell to the wayside when "monkey ball roguelike with turn based combat" sounded way more fun and unique to create.
After a few iterations I've landed on a way to make the (100+!) enemies in my game more mechanically unique, inspired by those special enemies in Diablo-esque games with laundry-lists of special effects. Now to make (a lot of) effects and get to mixing and matching them in interesting ways...
making music is hard
Yeah, copyright stuff is spooky, even if you're 99% sure what you're doing is allowed. I still consider redoing the art with my own photos sometimes just to know 100% it won't lead to trouble.
Black and white image of an earthenware jar with a crack in the top from which a sculpted hand reaches out, and a crack in the bottom where an eye is seen looking out.
The art for most enemies utilizes images from the Met's Open Access collection (which is an invaluable resource - and really neat). Typically several works are mashed together for a surrealist photomontage look.
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but then after you buckle up please wait excruciatingly patiently, everything takes forever lol
An anthropomorphic goat-dog character in a ball overlooks a path of platforms shaped like various objects stretching into the distance.
Here's a glimpse of PSYCHSPHERE outside of the turn based combat. It's a bit of an arcade-y roll-em-up situation.
Hm, you say? Fast-paced platforming meets JRPG? Yup! I don't think anyone's been clamoring for that(?) but if you have been then golly gee buckle up
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Screenshot of combat in PSYCHSPHERE showcasing the UI and three enemies placed around a circular battlefield. At the top of the screen are ATTACK, SPECIAL, and DEFEND buttons. The bottom shows the name, level, hp and mp of party members Tang, Mr. Moss and Bev.
Kinda feels like talking into the void right now but new accounts are like that I guess. Here's a screenshot of the turn-based combat from the game I've been making for, uh *checks watch* way too dang long. And I've still got a ton left to do.
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