Day 12: Gameplay, more art, face swapping

I learned how to swap attachments using Spine and Game Maker (GML)! It was a fun session and I feel like the game is coming alive! Getting close to the deadline though.

Today, I worked hard on learning the attachment system within Spine. It was a SUCCESS! I have random faces/hair (helmet) styles that randomize when you spawn into the game. I added 5 different salespeople heads and figured out how I wanted the gameplay loop to be. I decided the inventory is going to be Key holding 1 mug at a time. You have to collect mugs and bring them back to your desk, but the pesky sales team keeps getting in your way, so you have to delete them and get your mugs so you can ask for your raise from the CEO, William Loobster IV.

Things I learned on day 12:

  • I learned how to add attachments to Spine-animated characters!
  • I learned how to import the sprites into game maker to work with the attachments. I don’t understand why I have to rotate the sprites before adding them into the game, but it worked with a little positioning. I think there might be a way to add attachments at runtime instead of swapping them out, so that might be a way to handle better dynamic sprite animations in the future.
  • I figured out how to name objects easier so I can bring in custom names for the viewers 🙂

Screenshots from the livestream

From the Blog

The Indie Game Gauntlet is BACK for November!

As indie game developers, we pour our passion into every aspect of our games. We spend endless late nights fine-tuning mechanics (adding secret endings), perfecting the art, and creating experiences we hope players will adore. But the truth is, we’re often too close to our projects to see them objectively. You test endlessly, only for…

Read Post
Vibe Clicker is now live on Steam!

Vibe Clicker is NOW ON STEAM! The satirical AI clicker that took you from struggling grad to vibe lord is now available on Steam!...FOR FREE! Go get your Steam achievements and let me know what you think. Download on Steam This was quite the journey, and I've been so humbled by the number of players…

Read Post
Vibe Clicker – Week 10: Itch and GX Games Launch, Steam on the 25th!

Last week was a HUGE week for Vibe Clicker! I launched version 1.0 on Itch.io and GX.Games. You can wishlist Vibe Clicker on Steam today! The game will be available on July 25th for Steam. Make sure you check out the official Vibe Clicker website and click on the logo - it's fun! It was…

Read Post
Vibe Clicker – Week 9: Vibe Lord and Launch Ready!

Last week was quite the push for my launch date of July 4th. I felt very productive while focusing primarily on the end game and what happens after the major AI decision. Although I made it look like the game ends after you unlock Singularity 1.0 or Harmony 1.0, I wanted the player to feel…

Read Post
Vibe Clicker – Week 7-8: Beta feedback updates and the Vibe Shop

With the Indie Game Gauntlet sunsetting, it's time to hop back into Vibe Clicker game development! The past two weeks have been all about polish and player experience improvements. I've been focusing on making the core clicking feel more satisfying and responsive (like making the clicker item click instead of popup when clicked). One of…

Read Post
View Blog