XIV - Temperance - Waggo
XX - Judgement - FalselyProfound
And to finish off (sorry I only made ten!) we have @waggoboyo.bsky.social and @falselyprofound.itch.io!
25.12.2025 16:56
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This month's MAGS theme is, well, "Finish Your MAGS Game". So I'm fishing a prototype from 2024 out and giving it a new coat of paint.
Wish me luck 'cause 90% of it still looks like this.
20.12.2025 00:17
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Hello! I'm sorry, I haven't been online in a while. Sure!
My gamedev email is falsely-profound@outlook.com.
20.12.2025 00:10
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update: he works in-engine now too. 👍
tween module, what would we do without you
21.11.2025 01:46
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I don't remember if bsky got gifs working yet or not, but reworking the dialog sprites for the skele'in is going well 👍
23.10.2025 00:47
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There are two panels shown like a comic page. Top panel shows someone holding a polaroid photo up showing Clarissa who is smiling for the camera and have her hands positioned doing a "finger gun" pose. They comment how Clarissa used to look so young and happy back in the day, with text at the bottom of the panel.
Bottom panel shows the reveal of Clarissa now, who looks tired and slightly annoyed, holding both a broom in her left hand and a mug in her right hand that reads "I promise its not vodka" with some words in black and the words "its vodka" in red, as a joke to lean into the idea that there's actually vodka in the mug. Some letters are missing due to perspective, so the whole sentence doesn't fully show. The background shows a vhs store with shelves filled with vhs tapes and also vhs on the floor with a box full, and posters on the wall, referencing the game "There's something in the pipes" (one of Falsely's games) and "Demon of the Day", which is a play of words based on the tabletop game "Monster of the Week". Finally, there are two ghosts in the background, coming out of some tapes that a mocking Clarissa behind her back, one ghost on the right mimicking her finger guns pose while the other ghost on the left points and laughs.
First year of ArtFight, first attack ever!
I attack Clarissa by @falselyprofound.itch.io ! >:3
(based on that one spongebob meme/episode)
#art #artfight #artfight2025
11.07.2025 02:06
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Art Fight card for user Falsely. "I attack characters who have a bit of backstory! Preference for spooky stuff, time loops, and point-and-click fan characters."
that time of year again folks
c'mere let me draw for you
artfight.net/~Falsely
22.06.2025 23:54
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I do wish I knew more about AGS's 16- and 8-bit modes.
Being able to do more with custom palettes than just a simple screen tint would be incredible... buuuuut probably not viable given all the modules I'm using.
18.06.2025 09:31
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A pair of ONE MILLION YEARS DUNGEON inventory screenshots.
SKULL: You imagine somebody would like their head back.
CURVED STICK: For wizard spells and pulling terrible vaudeville acts off stage.
Doot dee doo, doing art touchups ONE MILLION YEARS after the fact.
18.06.2025 09:20
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Dungeonscript letters and the items that inspired them. A is for Agueena, B is for Banango Toffee Apple, C is for Cocoa Juppie, D is for Drillaroot, E is Ellecha, and F is Flatfruit.
By the way, the runes seen throughout the game are a font I made for the project, as part of a cut puzzle where you'd have to translate something without magic. Postjam, maybe.
(Also the sigils are loosely based on Neopets tropical fruits bc I have one personality trait.)
26.02.2025 09:50
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The inventory system is rejiggered from a previous prototype called Budget Cuts. Rooms can't have inventories of their own; in AGS, that behaviour is exclusive to Characters.
So, DUNGEON instead gives each InventoryItem a Room property.
26.02.2025 09:50
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An early pen sketch of the dungeon. Columns range from 0-9, while rows range from 1-8. The map is colour coded to indicate which areas cannot be accessed until certain puzzles are solved.
The dungeon runs on a grid, allowing doors to link up automatically/teleportation to lead you to the right place.
If you're going North your destination is player.Room+10, South is player.Room-10, etc etc.
The original map was HUGE, so it was important to automate as much as possible!
26.02.2025 09:50
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The game can also add or remove tags on the fly (such as "toggled" for switches, "locked" for doors, etc).
This doesn't get used as much as I'd like it to, but opens up a lot of possibilities for future builds and also felt clever doing it.
26.02.2025 09:50
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Screenshot of the AGS Editor. The knife's custom properties are visible, and its Tags read "personal, thin, weapon, sharp".
Code snippet for a crack in the wall. Objects tagged as 'thin' are set to be dropped in room 15, with the text "It slips through the crack to the other side."
Items without the tag "thin" display an error message: "That won't fit."
Items with the tag "rune" display a different error message: "The spell fizzles."
Most things have a 'Tags' String property, allowing me to quickly classify Objects and InventoryItems without the need for tons of variables and checks.
eg: the Knife is tagged as 'thin'. This lets it pass through barred passageways and cracks, whereas the big Godere boulder would not.
26.02.2025 09:50
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The 'Floor Inventory' screen. Icons indicate a knife and pair of pants are on the floor, while the player appears to be carrying a sword and a magazine.
If yes, it gets temporarily added to cContainer's inventory, which is shown on the Floor Inventory screen.
Since all instances of an InventoryItem share the same properties, it means DUNGEON will forget where any duplicates are and fail to spawn them. But for a gamejam, it works.
26.02.2025 09:50
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When the player picks an item up, 'Room' changes to -1 to indicate it's being carried. When they drop it, 'Room' is set to the player's current room.
Then, whenever the player enters a room, AGS checks the InventoryItem array to see if any items have a 'Room' ID that matches the player's location.
26.02.2025 09:50
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Assorted inventory items, drawn on paper. All my spritesheets are literal sheets of paper these days.
The skull sketch from the previous image, after it's been converted to a game sprite. Text reads "You imagine somebody would like their head back."
If you're wondering why the closeup art looks crunchy, it's because I tried to stay off my tablet as much as possible during this jam.
If it was too hard to draw with a mouse it was drawn on paper, scanned, and then converted to 1-bit using PhotoShop (+ the "use custom dither pattern" setting).
26.02.2025 09:50
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The AGS room editor view of the first room of the dungeon. It's laid out like a cube map.
OMYD was designed with the Panorama module in mind, but it was taking too long to implement. So instead, each room is on a 3x4 grid and a viewport crops the BG so you only see one bit at a time.
This approach plays nicer with HTML5, ScummVM, etc so I'll be keeping it as a setting in future builds.
26.02.2025 09:50
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Title screen for OMYD.
Now that I've finally got a free evening, here's a thread of technical notes for One Million Years Dungeon.
Just the basic mechanics for now. Still, spoilers ahoy!
26.02.2025 09:50
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I had to apologise to my playtester like seventeen times. And even now I don't think that's enough.
With his help I think I've gotten it up to MOSTLY intentional frustration rather than unintentional, but either way, *good luck I am very sorry.*
03.02.2025 23:41
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Unfortunately I had to cut the fancy camera movement because the module wasn't playing nice/I didn't have time to figure out why. Also most of the story beats are just. missing. Ah well. I'll come back to it. Maybe.
Regardless, a good learning experience. Workin' on a thread of technical notes. 👍
03.02.2025 23:20
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A photocopy of the manual cover for One Million Years Dungeon. A post-it note reads:
"Cee-
You owe me five bucks. Printer ink is expensive! (Enjoy the game though :-)
-Jo)"
Screenshot of the game. The player is facing a strange mural inside the dungeon.
The player peers through a crack in the wall. There's a door on the other side.
Another manual excerpt, listing the controls for the game. A table shows off what all the mouse cursors mean: an eye means "look", a hand means "take", etc.
Someone has filled in the last box using a pen. It shows a squiggly arrow and the word "Teleport".
Whew! Bit late, but MAGS January is done. I didn't quite finish my entry, but if you want to check out the jam build you can nab it from the AGS forums here:
www.adventuregamestudio.co.uk/forums/compe...
Caution: frustration.
03.02.2025 23:20
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Decently drawn pixel wall with the words "FANCY MURAL" splattered across it in comic sans.
quick let me counterbalance the shock with the art for the actually important rooms
20.01.2025 22:39
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Doot dee doo... tileset's comin' along.
20.01.2025 09:04
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(And yes, the game over screen is currently a 1:1 of ZGI's. If you think I can't make this project even more shamelessly self-indulgent, you are dead wrong.)
17.01.2025 08:12
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I obviously haven't started on the art for the game, hence the amount of recycled assets. Cool Ranch does not have magical secrets inscribed on his beak. Probably.
The room inventory code is repurposed from the Budget Cuts prototype and is a lil shoddy, but works as a proof of concept.
17.01.2025 08:09
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GameJam status:
- doors remember if you've opened them
- RtZ style inventory closeups
- you can pick shit up and drop it on the ground
- casting a teleportation spell while facing a wall kills you dead, time advances when you die
- if you die all your shit drops on the ground for you to find later
17.01.2025 08:09
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Good news: figured out the issue with objects.
Bad news: sprites still fall out of sync with the bg when turning, so they can't be used to cover hotspots. i'm gonna have to convert everything to objects/redo my room templates.
Glad I'm sorting this out early. Tilesets'll make decorating easy!
12.01.2025 12:33
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ngl, it's tempting! But the thought of going back to a version of AGS that doesn't support custom properties or room templates is too much for me.
I guess in a pinch I can always remove the transition effects + have the game insta-snap to each wall, which would hide the jumpy objects. hm...
11.01.2025 11:35
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