John Dunham (He/Him )'s Avatar

John Dunham (He/Him )

@jfdunham

Ph.D., Podcaster, Quintessential Nerd. A facade worn by Gorgo (the wise). He/Him Views not his own, but those of an ancient eldritch abomination

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04.09.2023
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Latest posts by John Dunham (He/Him ) @jfdunham

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Also, the collision system _does_ work, I just need to work on impact animations/particles.

12.08.2025 21:14 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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So I got my bulletml engine running ~4k projectiles with active tasks (e.g., changeDirection, changeSpeed, and accel). 4k is roughly the upper bound, though, because once you hit 4.5k it churns pretty badly (due to physics). Also, 100% GDScript.

#gamedev #solodev #indiedev #bullethell #godot

12.08.2025 21:03 ๐Ÿ‘ 20 ๐Ÿ” 4 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Also the server based projectile generator can spawn something like 50k projectiles and maintain 60fps, which is way to many projectiles if I'm being completely honest.

08.08.2025 20:46 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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So I got the bulletml markup format working in #godot. It's mostly feature complete, but I have a few edge cases I'm still debugging. I plan to release the importer, at least as a plugin, at some point, with the physics server-based projectile manager bundled.

#gamedev #solodeve #bullethell

08.08.2025 20:46 ๐Ÿ‘ 18 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Haven't posted updates in a while, but it's surprising how many projectiles you can slap into #godot with some special behavior. Last run is 2k!

#indiedev #gamedev

26.07.2025 00:18 ๐Ÿ‘ 14 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Also, if anyone is curious about the jump prediction algorithm, it's super simple. I use the kinematics equations to piecewise calculate segments of a mid-fidelity parabola, once per frame. Each segment is a ray cast (5 per jump prediction) that exits early if a forbidden object is detected.

17.06.2025 18:07 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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While the animations may need some tlc, the monopod is now fully test-ready and has a better jump algorithm. It sometimes misjudges and falls in spikes, but I think it's hilarious, so it stays in.

#solodev #gamedve #godot #metroidvania

17.06.2025 18:01 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Integration testing with gdunit4, as I have a large number of states used by multiple actors.

#gamedev #solodev #godot

14.06.2025 04:23 ๐Ÿ‘ 6 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I probably will eventually, it's all a bit hacky for my use cases. I was thinking about developing some Godot coursework for my day job, so I'll probably open source my tooling then. But if there's anything you're interested in lmk and I can post a gist or two in the meantime.

17.05.2025 00:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Why do this instead of an animation tree? I find the animation tree to be a bit restrictive for my use case in Godot.

Just for an example I tried to map this behavior in an animation tree and it was non-trivial. This gives me more control and it takes a minute to remap animations.

17.05.2025 00:08 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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So if you follow me, you'll know that I have a terrible habit of working on tools instead of gameplay. But here's a cool visual.

Basically, I was tired of programming animation sequences by hand/consts, so I wrote something that extends my animation selector for cycles.

#gamedev #indiedev #solodev

17.05.2025 00:08 ๐Ÿ‘ 8 ๐Ÿ” 4 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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I'm a bit extra with the configuration settings too.

14.05.2025 04:28 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I added a new attack animation for the fang worm enemy to help deal with some of the weirdness of how the chase looked.

I added a tunable wind-up, too, to help make the attack readable/fair.

#gamedev #metroidvania #indiedev #solodev

14.05.2025 04:24 ๐Ÿ‘ 6 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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It's not perfect and right now it relies on property scanning to determine if the transition happens, so if you have a base class that defines transitions as properties and you override it, it can be a bit inaccurate.

#indiedev #gamedev #solodev #toolsdev

05.05.2025 23:59 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Visualization is a pain. Here's my attempt to make things a little better for visualizing my state machines:

#indiedev #gamedev #solodev #toolsdev

05.05.2025 23:59 ๐Ÿ‘ 4 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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The latest tool development diversion is visualizing my state machine transitions and making the transitions as close to fully data-driven as possible. The end goal is to make states more drag-and-drop.

#gamedev #tooldev #indiedev #solodev

02.05.2025 20:40 ๐Ÿ‘ 9 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
A staggering waste of time, the image depicts a behavior tree designed by the author that, while visual, is worse than just programming the behaviors by hand.

A staggering waste of time, the image depicts a behavior tree designed by the author that, while visual, is worse than just programming the behaviors by hand.

That feeling when you spend two weeks implementing a fully featured behavior tree plugin for your game and decide it's not really worth using because it's messier than the code.

#gamedev #indiedev #whoops

29.04.2025 18:23 ๐Ÿ‘ 5 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Why I'm working on art? I needed to get a better feel for the environments the game is taking place in so I can better design enemies to inhabit those spaces. Honestly not necessarily how it _should_ be done, but I'm playing around with experimental, iterative design.

11.04.2025 18:42 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Less exciting update, but I've been working on iterating on visuals for the different areas in my game. I generally draw them per tile in Aseprite and then pull it into LDtk to see how it looks on an experimental map.

#gamedev #indiegamedev #solodev #godot.

11.04.2025 18:42 ๐Ÿ‘ 8 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I have a set of additional sprites that have a shader that remaps the color based on a uniform and then applies a dithering effect to it that's animated with a tween. I think I'll make a video about it eventually.

04.04.2025 14:54 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Thanks! I've been spending unholy amounts of time tweaking animations, shilloutes and timings, because the kind of platforming I'm trying for is 100% polish based.

03.04.2025 21:59 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I'm playing with some visual effects right now, and I may have made the accidental raddest-looking effect I've ever made. It exists because even though I take some liberties with the GameBoy aesthetic, I have some hard and fast rules that I stick to.

#indiegamedev #godot #gamedev

03.04.2025 20:16 ๐Ÿ‘ 72 ๐Ÿ” 8 ๐Ÿ’ฌ 6 ๐Ÿ“Œ 0

As somebody who recently finished a terminal degree in HCI the job prospects in the US are absolutely _dire_. Also the no-no word list makes grant writing functionally impossible if you need human subjects in your research.

28.03.2025 12:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Here's my little chase dude I call the Fang Worm (very original, I know). I'll probably add a turning animation in the future, but that requires an adjustment to my pipeline, and I don't know how much of a value it will add.

#gamedev #indiedev

21.03.2025 23:34 ๐Ÿ‘ 6 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Work continues on the EyeDrop. It's not particularly bright, but that's mostly by design. I decided to make it chase the player without actual pathfinding and rely on a search mechanic to adjust to the surroundings.

#gamedev #indiedev

20.03.2025 21:34 ๐Ÿ‘ 13 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I've been working on the EyeDrop pretty seriously lately. It's a bit of a strange enemy, but I'm trying to make it very expressive. Here's the animation test for the attacks in the primary eight directions; I think I've got the arcs looking good/the feel down.

#gamedev #indiedev

20.03.2025 02:04 ๐Ÿ‘ 7 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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19.03.2025 04:32 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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New animations for the eye drop monster, but it still needs an attack animation.

#gamedev #indiedev

19.03.2025 04:30 ๐Ÿ‘ 4 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Here's a video showing the current state of the game, including some new mechanics and the new sound manager I've been working on. I'd post a link to a demo, but that demo I have is actually appreciably worse than this version and it's only 2 weeks old.

#gamedev #indiedev #godot

12.03.2025 18:22 ๐Ÿ‘ 12 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

To get ahead of why not use Trackerboy, Furnace, or just the .sav file: I'm building the game in Godot, and WAVs are natively supported. Likewise, I don't like the sound of Trackerboy or Furnace for SFX; there's something a little more crunchy about Hammer-FX that I dig.

11.03.2025 14:21 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0