Skelly

@hiskelly.bsky.social

dev/art: https://blueg.io // cards: https://skelly.cards Artist, full stack dev, hobbyist solo game dev, occasional Kickstarter maker, all around retro tech and art lover.

JumpcutGG is out now on Steam. Needed something to make some simple gameplay shorts and trailers and was so so so SOOOO sick of subscriptions, so made this instead of giving [redacted] any more money! $8 for launch week: store.steampowered.com/app/4816770/... #indiedev

Save 34% on jumpcutGG on Steam

Stop scrubbing and start clipping: Auto-transcribe your videos and clip straight from the words, no scrubbing required. Build the cuts on the timeline, customize the layout, layer captions and overlay...

store.steampowered.com

store.steampowered.com/app/743250/T... Steam Next Fest snuck up! TBGIVA - An arcade anthology with a... unique looking custom engine. Enjoy 4 'classics' in the demo and explore the virtual arcade-just watch your step if you go outside, wouldn't want to fall into the water! #SteamNextFest #indiedev

The Blue-G Interactive Vector Archive 77-97 on Steam

Explore the rich vector arcade 'history' of Blue-G Interactive in this enhanced collection of 11 games. Made to run fast even on low spec hardware!

store.steampowered.com

Feeling a bit inspired by the Namco PS1 collections and their virtual museum, so the vector collection is getting a (somewhat janky) low poly arcade to wander around!

Linux build up and running on the Steam Deck! Should make it a bit easier to do some local multiplayer playtesting. Now just need to decide if I want to focus on just this minigolf X microgames idea or go with the initial 'fake company history and small arcade catalogue' concept.

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Still at the C++ vector-style engine! Ended up calling the core objects of the system Glyphs so might call it the Glyph-Drive. Was originally going to just be a small display engine, but realizing this might be the perfect light game engine for me to keep from getting constantly art sidetracked...

Need to refresh on the C++ skills a bit, so working on a small project I had planned as an interactive art installation a while back. Will be going for a '80s sci-fi' movie prop vibe for the finished piece and first step of that is a small retro vector style engine!

Slowly chipping away at whatever this game becomes, dropped the camera down a bit and movement unlocked memories of Slamscape for the PS1! Starting to love the feel of it, kind of reminds me of THPS movement in a way too... might have to add unnecessary grinding.

Sketching up some Final Fantasy x Magic proxies with the unnecessary twist that everyone is a skeleton! Still working out the style a bit, but will probably end up sticking with a fairly sketchy look to be able to get through a decent amount of the set before I get distracted by the next thing...

Emet-Selch proxy draftCloud proxy draftCactuar proxy draftAerith proxy draft

Take 2 of SSBB is underway! Went back and played the build from earlier this year and control didn't feel _quite_ right so started from scratch. Loving what this new version is shaping into, twinstick shooter where bullets stun and you have to dash enemies to kill them forcing some up-close combat!

Procrastinating on sorting my Magic cards by making some satisfyingly snappy modular card dividers. Is it truly procrastination if it helps sorting down the line? 🤔

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Halfway through day 4 of back to gamedev! Happy with how movement and the basic attacks are feeling, you have the normal twin-stick mode with some barrel rolls on the shoulder buttons + a directional dodge with A and a faster dashing mode when you hold R that leaves a Tron-ish wall behind you

End of day 1 getting back to gamedev! Movement and combat basics for Sugar Stardust are getting in place. Using placeholder assets from the Remute Unity music video and some explosions from the asset store to spruce things up a bit, thinking trying to nail down the final visual style will come later

Took the week off of work, have the little basement dev area set up (it's half workshop so don't mind the tools), now time to see if I can remember how to gamdev after a decade+ break and turn this mess of notes and whiteboard scribblings into a thing!

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Have to say how strange and nice it is to have my feed full of cool art, tech, and game related projects as opposed to whatever happened to that other site...

Time for 10 games, if these are on your list then 'sup. -JET. SET. RADIO. x infinity -Megaman Legends -Magic Pengel -Final Fantasy -Pokemon -Theme Park/RCT -Digimon World -Any arcadey racer. Vroom vroom make brain happy. -Chester...! -Sugar Stardust... (doesn't exist yet, but when it does!)