#maygame — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #maygame, aggregated by home.social.
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We now have sound effects! 🔊
All created with the audio tool I made earlier this year.
That thing took almost 2 months to make but was worth it! 🙌
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My game finally has destructible terrain!
They are mushroom-shaped crystals. 🍄💎
Shatter them by whistling. 🎶
They will sometimes drop money. 🟨
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Currently working on implementing and testing various game mechanics I want to include. Using placeholder animations but will refine them later.
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I've added a mechanic where you can control May's brother, Day, directly. This will enable puzzles where you must alternatively control the two characters.
The blue mimics will change appearance depending on who's in your party.
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This being is called a Mimic. They will copy anything that May does.
Move.
Jump.
Whistle.
Trigger globe switches.
Call a dog over.There's a lot of synergy here and I intend for the game's puzzles to take full advantage of that.
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One of my game's puzzles involves leading these dogs onto these "Paw Pads."
It's similar to block-pushing puzzles. But with more dogs. :3
A hidden object tracks which ones are pressed and can make things happen if various conditions are met.
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🌸 Happy May Day! 🌸
Development on May and the Amazing Bouquet began two years ago today!
(oh my gosh how is it 2 years already??!!)
There's a new Developer Diary looking at the last two years and covering everything from April's refactor.
https://store.steampowered.com/news/app/3734760/view/659356977751655027
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One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.
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One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.
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One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.
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One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.
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One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.
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Testing out some new game mechanics this week...
These jumpy dogs might look familiar. They were used for a stealth section before. But this time, they respond to your whistle!
Can we get one dog to stand on each gray panel?
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Testing out some new game mechanics this week...
These jumpy dogs might look familiar. They were used for a stealth section before. But this time, they respond to your whistle!
Can we get one dog to stand on each gray panel?
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Testing out some new game mechanics this week...
These jumpy dogs might look familiar. They were used for a stealth section before. But this time, they respond to your whistle!
Can we get one dog to stand on each gray panel?
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Testing out some new game mechanics this week...
These jumpy dogs might look familiar. They were used for a stealth section before. But this time, they respond to your whistle!
Can we get one dog to stand on each gray panel?
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Testing out some new game mechanics this week...
These jumpy dogs might look familiar. They were used for a stealth section before. But this time, they respond to your whistle!
Can we get one dog to stand on each gray panel?
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The signpost gag has been re-added 😁, and an enemy. I can customize their behavior much more easily now.
The code refactor is basically done. All the main components were rebuilt and I'm very happy with it now. ^^
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Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. 🫠
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
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Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. 🫠
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
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Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. 🫠
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
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Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. 🫠
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
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Turns out getting text-revealing, auto-wrapping text that doesn't make words jump across lines as they get longer is a bit of a pain. 🫠
Newlines were manually inserted pre-refactor. Now they're automated. One less thing I (and localizers?) will need to put up with. #MayGame #indiegame #solodev
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Indie game refactoring continues! Doors leading to other maps work, and barebones cutscene functionality.
Plus LOOOOOTS of changes under the hood. Map editing is so much more convenient now; you have no idea. 🥲
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Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
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Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
-
Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
-
Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
-
Work on the my game's refactor continues. Jumping, attacks, and scripting are re-implemented.
And also...
Our first graphical filter! This one reproduces the dot-matrix look of old handheld screens, where you could see individual pixels separated by thin lines.
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My indie game #MayGame is being rebuilt from the ground-up. It's only been a few days, but it's going very well! 🤘
I made a (technical) post about what's been rebuilt and why it will make development better and faster.
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My indie game #MayGame is being rebuilt from the ground-up. It's only been a few days, but it's going very well! 🤘
I made a (technical) post about what's been rebuilt and why it will make development better and faster.
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My indie game #MayGame is being rebuilt from the ground-up. It's only been a few days, but it's going very well! 🤘
I made a (technical) post about what's been rebuilt and why it will make development better and faster.
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My indie game #MayGame is being rebuilt from the ground-up. It's only been a few days, but it's going very well! 🤘
I made a (technical) post about what's been rebuilt and why it will make development better and faster.
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Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
https://store.steampowered.com/news/app/3734760/view/503980253269458945
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Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
https://store.steampowered.com/news/app/3734760/view/503980253269458945
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Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
https://store.steampowered.com/news/app/3734760/view/503980253269458945
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Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
https://store.steampowered.com/news/app/3734760/view/503980253269458945
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Hello everyone!
Developer Diary #2 for May and the Amazing Bouquet is now up! I talk about the last 3 months of progress and what's next!
https://store.steampowered.com/news/app/3734760/view/503980253269458945
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In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
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In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
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In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
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In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
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In my game, quests are represented as "Mental Notes."
You can see these notes on the map screen. 🗺️🔖
You can also see them on the items screen, on top of items that are part of a quest. 🌻🔖
Quests with no item yet will show an item wireframe. 🌐🔖
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Did more testing with controllers the last 2 days (including Bluetooth stuff). Made some minor fixes and optimizations too, fixed some bugs. I now feel confident enough to update the Steam page with this:
🎮 Full Controller Support! 🎮
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I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
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I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
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I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
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I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
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I've overhauled the System Menu for #MayGame. The options are now laid out in a grid and have character animations when active. The Map and Items menus are accessible as tabs, too.
Animations need fine-tuning but otherwise pretty happy with this.
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Happy New Year everyone! 🎉
The first Developer Diary for "May and the Amazing Bouquet" is live on Steam! I talk about development in 2025, what's coming in 2026, and the game's current wishlist numbers!
https://store.steampowered.com/news/app/3734760/view/533244142396902085