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Rodrigo Gama

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A member registered Sep 17, 2021 · View creator page →

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Hello! Initially, I had planned to use a simple OpenGL context with GLFW, but due to time constraints, I decided to use raylib. It's a very straightforward framework with less boilerplate than SDL. Even though it was my first time using it, it was quite easy to get started and have graphics drawn on the screen.

For physics, I used Box2D, which ended up being more complex and with less favorable results, to be honest. We had some plans that justified a more robust physics engine, but we ended up not using it.

I implemented a system that generates the level 100% based on files from Tiled, including enemy definitions, item positions, interactions, and dialogue—all through Tiled, making life easier for the artist, who didn't need to look at code to develop the level. The system basically parses the exported .json from Tiled and follows some rules to define the entities' behavior.

Thank you for the feedback! The flash should indeed occur at the moment the revelation magic is used for a few frames. But we hadn't noticed that the shader responsible for it wasn't running across the entire screen. The idea of using a simple shader that inverts the colors was precisely to avoid violating the color rules, but we ended up missing that.