Surprise! The Demo is Done.
I know, I know, the dev log has seemed a tad abandoned for the last few months – but that is not an accurate indicator on the progress of Nixie! In fact, surprise! The first playable demo is done!
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I know, I know, the dev log has seemed a tad abandoned for the last few months – but that is not an accurate indicator on the progress of Nixie! In fact, surprise! The first playable demo is done!
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In January, I had one goal and one goal only – to learn Unity’s UI features and make a cool title screen for Nixie. Here are the results!
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When 2022 started, I hadn’t even created any environments for Nixie. The first three months of the year were fantastic – I learned Aseprite, started making level tile sets, and also learned LDtk to assist creating levels with the new art, but then I dragged my feet on making progress for many months. Luckily from September to December, I really turned things around and made a lot progress on the game that gave me the confidence to keep going!
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When November started I want to get Nixie’s attack animations done. I didn’t. Instead I had the most productive month of gamedev yet, adding a bunch of new features to the game!
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Nixie has a Hookshot now! Inspired by the movement from Ristar and Dynamite Headdy, this is the first feature of the game I was able to program on my own without any walkthrough.
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This month I’ve been focusing almost entirely on programming some additional basic mechanics as well as polishing/fixing some things that were already implemented (with some necessary sprite animations done along the way).
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Is it really a pixel art retro game if there’s no parallax scrolling? I’ve implemented one of my favorite special effects into Nixie’s first two environments. Have a look!
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It’s been a few months since my last dev log entry but I’ve been quietly learning some new software and making some exciting progress on Nixie. I find myself often getting caught up on the creative side of things such as art, characters, story, and music, but as 2022 began, I made a resolution to focus on actually “making the game.”
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Alternate title: I actually finished a Unity tutorial series.
Learning Unity for free on Youtube was probably the biggest “why did I go to college when I can learn stuff on the internet” experiences I’ve ever had. Now that being said, Unity is not something can be learned in a day, a month, or even a year, especially with my attention span running at like less than 10 frames per second. Unity is heavy software with a nearly endless amount of possibilities, plugins, and uses. I started with a great series on making 2D platforming games in Unity and here was my result: