Tristan

@tbleazy.bsky.social

Aspiring pixel artist and hobbyist game developer in Seattle. Play my games at https://tbleazy.itch.io/! He/him 🏳️‍🌈🐻✌️

Been heads down doing programming for NES Jam the past week and a half and it’s been so different solely focusing on the coding aspect rather than trying to balance both art and coding. I’ve definitely been able to get deeper here than I have with other projects, but I miss pushing all the pixels 😂

Spent the weekend and a little bit of this week so far working on smooth, near pixel perfect zoom in one of my low resolution pixel art games. What a change! Will hopefully get the rest of the kinks out to share something soon.

It's also time for a little break from jamming and getting back to my regular projects and other adventures in pixel art. I'm so excited to keep pushing forward on more content for Light It Up.

@pixquare-app.bsky.social I’m loving the app for iPad, but I have a question! Can I drag/move animation cels from frame to frame or from one layer to another with drag and drop? I couldn’t figure it out and ended up copying and pasting each cel of an animation I was working on to move it.

Incredibly happy with the game dev progress today. I started wiring up the levels to use the new trigger system I built, replacing a complicated mess of spaghetti code strewn across all of my levels and entities with a much more robust and flexible node-based approach. #godot

Screenshot of Light It Up in the Godot editor showing the new node-based trigger system.

I started refactoring the triggering/event system in my most recent game, and it's been way more fun than I could have ever imagined. I have so many new puzzle ideas that are already possible with what I've done so far and I'm only maybe halfway finished? Components in #Godot are the way.

Got PR previews working for my web game dev workflow with Godot. Now each time I open a new PR against my project I can preview the build before merging and publishing to itch 🎉