Archive for the ‘games’ Category.

Slightly more weekly progress post #97: Discord >:O

Hey! I actually managed to stream on two consecutive weeks! Maybe this is a sign of a brighter future.

I set up a Discord yesterday, comment below if you want a link to it I guess.

Today’s stream was somewhat slow but I still got some handy stuff implemented. I worked on some more map stuff on Baba, and while the map’s low FPS annoys me a lot, the actual thing I set out to do seemed to work! I also started implementing two other things but hesitated because I realized I want to keep the secret.

I also worked on the penguin thing, although admittedly I made less progress than I originally intended. Walljumping was added along with some new assets, but there are some structures that I need to implement soon to get forward with the project.

I think a result of setting up the Discord was there being more people on the stream – there was some nice discussion! Thank you very much for that. :)

“”Weekly”” progress post #96: Sideprojects

I’ve had a little sideproject going for a bit and it needs to be finished pretty soon so for the past couple weeks I’ve been concentrating on that instead of Baba; apart from some polish and bugginess most of what I want to have in Baba before GDC is there which is great! March will probably absolutely terrifyingly busy so getting any errant projects out of the way beforehand seems like a good plan.

Anyway! During today’s stream I drew some more art for the project shown above (more info coming soon) and added a new level to Baba. It feels funny and fun to do higher-resolution art for a change; apart from animation I’m enjoying it a lot! Very different.

Things are very exciting right now! Sadly a lot of the excitement will become more available to others at a later date, but at least I can post gamedev updates every now and then. Once things settle down a bit I’ll count how many weekly streams I’ve missed and do some kinda marathon, that might be fun. Sorry!!

“Weekly” progress post #95: Sorry about this!!

So yeah, my ability to stream weekly has been superbly bad for a while now. Unfortunately it’ll probably get worse before it gets betterm what with the upcoming GDC and so on! I’ll try to do better, believe me!

In any case, today’s stream was very active and productive! I finally divided the game’s map into sub-areas containing thematically similar levels (example above). This has been on the to-do list for a while now but because I’m sure there are several bugs with the sub-map system still & I’ve had to have a testable version available I haven’t dared to really get to it. A quick test already turned up several bugs, although nothing too serious. Once this map system is stable enough, I’ll start laying down the final theming of the levels, sculpting the “main” map and implementing missing features (for example locks that require a certain amount of completed levels to open). Also more music!

Here’s a teaser of an underwater-themed song I made:



Weekly progress post #94: 2018

Baba business cards!

Baba business cards!

Well, well, well… A new year! It has definitely started in a very hectic manner for me, what with all the IGF business. I streamed today for the first time this year, and actually got a pretty large system finished!

Originally I had planned for all the levels to use the same object palette by default, with level-specific changes possible to be done via the level editor. However, after implementing this I realized that I’ll want to have several, maybe even over a dozen levels that use the same changes (to create “areas” or clusters of levels that are thematically similar), and doing all the changes by hand every time would get old fast, both for me and potential users who want to use the editor. Therefore I’ve now implement a theme system, where I can edit and save a theme with a specified palette & changes to the objects, and then load that theme into a level. So next I’ll just have to create themes for all these environments/themes I want to have and apply them to the levels accordingly.

I’ve been dabbling with the level editor for a long time now and I hope this change allows me to move forward, at least for a little while!!

Baba Is You and the Independent Games Festival

Well would you look at that, Baba Is You was nominated finalist in 4 categories at the Independent Games Festival, the largest (?) indie game competition in the world. One of these is even the grand prize! Here’s the full list:

  • NUOVO AWARD (Basically the “innovative experimental stuff” award)
  • BEST STUDENT GAME (I’m still a student at the University of Helsinki, mind you!)

So yeah, this is very exciting news for me! Can’t wait to get this game actually done!!!

In related news, I’ll be traveling to the Game Developers’ Conference in March, partially to finally attend this magical event I’ve been hearing so much about, but also partially because I felt that Baba had garnered enough semi-spontaneous interest that it’d be a good idea to show it off in a larger event. Being a finalist in a bunch of categories is a really good additional reason to go, so I guess I’m happy I am doing just that?

Ramble ramble

…back to work.

Weekly progress post #93: Word

Today’s stream was really nice and productive! I made some levels, started working on the game’s actual map (and encountered a lot of need for polish, haha), made some groundwork for custom objects, fixed some bugs and in general got stuff Done! I definitely feel that I’m starting to move towards the endgame in terms of actual game content, even if there’s a lot to do besides getting there. Fixing bugs in today’s stream was wonderfully simple, and it was nice to have a feeling of there not being anything that’d be really tough to fix (there 100% is, probably).

I’d like to post a gif but I think I’ll try to wait until I have some less spoilery content to post. Thanks a lot to the chat, it was very active today and made working on the game a lot more fun! :)

Xlua tutorial for Clickteam Fusion

I made this for ArtCode on twitter. It explains a bit how the Xlua extension works. Huge thanks to Looki for teaching me how to use lua, and to Justin Aquadro for making the extension!

Get the tutorial here! Windows only.

Weekly progress post #92: The Big Day… and maps

Alright! Obviously the announcement of Baba was the BIG THING today, but as it turns out I also had the opportunity to stream a bit. Working out how I want the map system to work & accounting for various oddities the users might end up doing with the level editor is fairly tedious but I think I got a good chunk of that handled today. Getting this whole part of Baba’s development behind me is going to be great, although I’m already feeling that the current system is too hacky/rigid so some refactoring might need to take place between now and the game’s eventual release. Eugh. Still, progress!!

People were wondering when I’d return to ESA 2, and while I’m pretty happy to be able to say that it’s officially on a hiatus (mainly in order to avoid extra stress from having to worry about keeping it worked on while concentrating so heavily on Baba) I want not to disappoint those who originally got interested in my works via ESA. So I think I’ll stream some ESA2 dev sometime soon, even if the actual hiatus won’t end until next March or so. Sorry. At least people have seemed understanding, which is very kind & nice.

Baba Is You’s trailer!!

Woop! It’s here! I’ve now decided that Baba Is You will be released in Summer, 2018, and the game also has an official website and Steam page now; go wishlist it, you!!

Steam page:
Press kit: