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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

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@micalpixel.bsky.socialOct 9, 2026, 11:17 PM

#Devtober Day 5

Added menu transitions. Similar to map transitions but *different*. 🙃

This time, the menu transitions are more flexible than before. Any transition can work for any menu (or minigame).

May's map-opening animation is back too. And it looks nice in tall grass. ^^

#MayGame #gamedev

@micalpixel.bsky.socialOct 8, 2026, 12:20 PM

#Devtober Day 4

Only one menu can be processed per frame now. This should make it impossible for any single button press to be counted twice when moving to a new menu.

A menu switch can be queued any time, but is not performed until the very end of the frame. #MayGame #gamedev

Output from a command prompt. Each line shows a frame number, and the current menu type for that frame. There is one line per frame, except frame #112, which has two more lines indicating a menu transition was queued, and then performed.
@maygame.bsky.socialOct 7, 2026, 12:30 PM

Hello everyone! It's been two months, so it's time for another Developer Diary!

I talk about work on the game's world, several subsystems that have been overhauled, and what's next!

store.steampowered.com/news/app/373...

#MayGame #gamedev #WishlistWednesday

@maygame.bsky.socialOct 5, 2026, 10:28 AM

The past week was spent researching 32 flowers, animating 32 flowers, putting together 32 flowers puns, collecting 32 flower facts, and of course making the code to run it all.

I'm lily glad to be done with this sidequest. 🙃

#MayGame #gamedev #indiegame #cozygame

@micalpixel.bsky.socialOct 2, 2026, 11:52 AM

Currently waist-deep in flower-related pixel art and code. But for now...

Last week I overhauled my game's environmental puzzle code.

Here's a sample puzzle definition. Old version on the top, new version below. It's much more compact and streamlined now. #MayGame #gamedev

A screenshot containing two blocks of code. Each block shows a class instance containing several const arrays. The bottom one has much less code but is functionally the same.
@micalpixel.bsky.socialSep 26, 2026, 8:28 PM

Objects' persistent state is simpler and more automated now!

Blob enemies now track their stunned-state and held items even if you leave the room.

Puzzles track their state too. And they can avoid softlocks, if we, say, walk through walls so that the barriers block our way in.

#MayGame #gamedev

@micalpixel.bsky.socialSep 20, 2026, 1:19 PM

One more use for subsprites.

Hats!

I want to add lots of hats as optional collectibles/rewards.

They fit with the cozy/cute atmosphere of the game, aren't too hard to add, and would give plays some cosmetic customization. And hiding them for players to find will be fun! 😁

#MayGame #gamedev

@micalpixel.bsky.socialSep 18, 2026, 12:28 PM

Spent yesterday hashing out a lot of my game's optional content...

Collectibles/the game's economy
Cosmetics (hats?)
Making varied sidequests. Some skill-based, some exploring, interesting things on the map, some about world lore...

Hoping to iron it out in-depth this weekend.

#MayGame #gamedev

@maygame.bsky.socialSep 16, 2026, 11:28 AM

This week I merged a bunch of systems in my game into one.

Shadows, held items, sparkle fx, "Zzz" text, pickup animations, and more, can now be added or removed from any object with one line of code.

This makes things very flexible and convenient. 😊

#MayGame #indiegame #gamedev #WishlistWednesday

@micalpixel.bsky.socialSep 13, 2026, 1:36 PM

Gamedev goal for today:

Consistent way to handle things on characters' heads. 🙃

Reasons include:
- Tiny companion character
- Heavy held item
- Collectibles on enemies' heads
- Cosmetics/hair
- Two-part sprites (e.g., large heavy backpack)

#MayGame #gamedev #gamedesign

@micalpixel.bsky.socialSep 10, 2026, 10:30 AM

Animation libraries in my game can now be shared and combined at runtime.

May can look like a blob here because the blob's animations were added to her own.

This means theoretically any object could play any other object's animations.

#MayGame #gamedev #gamedesign #Godot

@micalpixel.bsky.socialSep 7, 2026, 6:40 PM

I overhauled my game's buggy text parser today.

One massive issue is that it tried to calculate things like:

"when to start a new line without breaking up words"

AS IT WAS revealing the text. Which was too complicated.

Now it does all the calculations beforehand. #gamedev #gamedesign #MayGame

@maygame.bsky.socialSep 3, 2026, 12:22 PM

Lots of pixelated games provide the option of an HD (non-pixel) font. Many players prefer it.

I wanted to see how technically feasible it would be, since everything else is forcibly rendered with strict pixel-precision.

Fortunately, it wasn't too bad. ^^

#gamedev #MayGame #Godot #gamedesign