3 years ago

Third post using the green material, and this time it's a @gamejolt Charge Orb trophy! 🟢⚡

(as suggested by @Frycandle )




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#Devruary Day 18: Which game dev inspires you most?

I'm really inspired by the developers behind No Man's Sky, Hello Games. They never gave up on their game after a failed launch, and made free updates for 10 years turning it into an amazing game today!

#Devruary Day 10: How do you usually plan a game dev project?

I often make checklists and sketches on physical paper and white boards, and I also prototype the game.

I also use the projects feature on GitHub to track tasks

#Devruary Day 8: What engine are you using in your current game? I'm currently working on two different games, for my puzzle game What Was Found at Ravenhill I'm using Visionaire Studio. For the game "You're Not Welcome to Rennville I'm using Construct 2

Moonlight Peaks is a life-sim where you can live your magical farm life!

In the game, herb gardens are a great place to grow crops. Use this one to complete the quest "Grow Supernatural Crops!" before it expires.

✨ Play the demo: https://bit.ly/MoonlightPeaks ✨

Made this other-world scene in #Blender yesterday to use as a background on my website I'm making! Somewhat inspired by No Mans Sky I quite like the way it turned out, especially for only a few hours of work What do you think?

Yippee, wahoo, yaheeeee!

Little something I put together in Blender and Krita for #Mar10 Day, 2026.

Not quite sure what I made with one of my students in #Blender today... But it's something

#Devruary Day 10: What's your least favorite part of game dev?

Ngl, although I can do it, coding is the least enjoyable part of game dev to me Even with visual scripting tools it can be hard... Pictured some code from my game Rivet

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

#Devruary Day 16: What feature almost broke your game?

Moving things in pixels per second almost broke our game... When testing the game at 120fps everything moved in double time, so I had to add extra math to each line of code to calculate frame rate