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@BenjiGameDev

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Gamedev working on Azaran: Islands of the Jinn

Joined January 2024
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@BenjiGameDev
Benji
5 months
@TylerGlaiel
Tyler Glaiel
5 months
if you're currently working on a video game, take a short break, pick a number in your code or data files, multiply it by 1000, and post the results
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@BenjiGameDev
Benji
6 months
There are four enemies nearby. You press lock-on. Which enemy gets targeted and why? A) Closest distance, off-screen B) Second closest, behind player C) Third closest, in player's line of sight D) Farthest distance, but nearest center of camera
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@BenjiGameDev
Benji
7 months
Just thinking of that time when Nintendo locked Slippy Toad On-Foot Bazooka Mode behind one of the hardest challenges on the N64, meaning most of us never even saw it 🥲
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@BenjiGameDev
Benji
5 months
Don't sleep on trigonometry kids, one day you might need it to calculate the angle of a locked-on side hop
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@BenjiGameDev
Benji
3 months
This is a skull with wheels I guess
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@BenjiGameDev
Benji
4 months
This is how I find bugs. I call it "chaos testing"
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@BenjiGameDev
Benji
6 months
There's a billion ways to achieve sword trails and slash effects. Here's a solution I put together this morning for my retro-style Zeldalike #gamedev
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@BenjiGameDev
Benji
11 days
whenever I'm playing a new video game or watching a new movie, I always bear in mind John Updike's first rule for reviewing books (from 1977)
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@BenjiGameDev
Benji
4 months
This is the most metal death in all gaming. Sure, you can find a Doom or God of War death that's more gory. But for 99% of Wind Waker you're a little kid fighting slimes and bats who die in cute puffs of smoke... and then your final act is THIS. Contrast is a powerful tool
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@BenjiGameDev
Benji
24 days
A thread on how I animated a lil crabby sandworm entirely in code! Firstly in Blender I made some simple low-poly body pieces. The blinking eye is achieved by offsetting UVs, it's a technique I use a lot
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@BenjiGameDev
Benji
3 months
Upgrade tokens
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@BenjiGameDev
Benji
2 months
Low-poly modeling is 99% figuring out the best way to split a quad
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@BenjiGameDev
Benji
5 months
This is actually working what the heck
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@BenjiGameDev
Benji
6 months
Mario sharing the same sprite for bushes and clouds is cool and all, but did you know the water temple has staircases on the ceiling
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@BenjiGameDev
Benji
6 months
I've been experimenting with Dark Souls and I swear it just prioritized "off-screen but in line of sight" over "on-screen and closer"!
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@BenjiGameDev
Benji
4 months
I love these blending sections between textures in older games, before the days of splat maps. Such a cool detail that makes all the difference. Looks like they even planned the geometry to account for it
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@BenjiGameDev
Benji
5 months
The indie game I'm making and three of the inspirations behind it:
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@molegato
Molegato ⛏️🧡
5 months
The indie game we are making and three of the inspirations behind it.
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@BenjiGameDev
Benji
1 month
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@BenjiGameDev
Benji
6 months
@STATICOdev Yeah I think D is the sleeper, we naturally shift our camera to aim at the thing we want to attack....
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@BenjiGameDev
Benji
3 months
i guess you could do that with the skullcopter thing, sure
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@BenjiGameDev
Benji
16 days
just some lazy piranha boys
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@BenjiGameDev
Benji
6 months
Okay, I've come up with an ingenious solution for handling this rare edge-case of falling between two intersecting slopes: I'm just gonna not put them in the game 🧐
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@BenjiGameDev
Benji
4 months
Spectacle Rock from LoZ doesn't just make an Easter Egg appearance in Death Mountain Crater - it actually IS the Fire Temple
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@BenjiGameDev
Benji
5 months
Some new facial animations for Zayd!
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@BenjiGameDev
Benji
7 months
Doors! Imagine a world without doors. Thank goodness for doors.
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@BenjiGameDev
Benji
4 months
I love it when state machines automatically handle dumb edge cases you didn't even think about
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@BenjiGameDev
Benji
4 months
Argh I was just about to reveal this new item in Azaran: Islands of the Jinn - but Zelda beat me to it!!!😖
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@BenjiGameDev
Benji
12 days
all sorts of bomb interactions
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@BenjiGameDev
Benji
5 months
Target switching debug (red dot = right stick)
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@BenjiGameDev
Benji
7 months
vertex colors are so rad
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@BenjiGameDev
Benji
6 months
Poll results are still coming in, but there's a clear winner. Thanks everyone, here's my final lock-on target selection code
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@BenjiGameDev
Benji
6 months
What would you expect?
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@BenjiGameDev
Benji
2 months
i'd love to see more people showcase their rigging. sometimes it feels like forbidden magic
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@BenjiGameDev
Benji
5 months
@b0tster Bomberlith 64
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@BenjiGameDev
Benji
13 days
don't you hate it when you're chillin on the beach and some punk kid starts lobbing bombs in your eye
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@BenjiGameDev
Benji
4 months
I COULD spend a week calculating parabolas / running rigidbody simulations to draw a nice trajectory prediction arc based on your throwing angle, OR you could just get good
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@BenjiGameDev
Benji
5 months
The cool thing about low poly is that you can model a boss in 30 mins
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@BenjiGameDev
Benji
4 months
Trying out completely unlit materials for Azaran's environments, faking shading with vertex colors and textures instead. So much simpler!!
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@BenjiGameDev
Benji
2 months
what other game has the guts to start off its "kiddy" entry with the hardest challenge of the entire franchise
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@BenjiGameDev
Benji
3 months
I'm planning on a Metroid-style upgrade system. Rather than rupees/cash, small chests in dungeons will contain incremental expansions for bombs, arrows, and other resources.
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@BenjiGameDev
Benji
2 months
it's like the puzzles design themselves
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@BenjiGameDev
Benji
21 days
fishes!!! this game will have so many fishes
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@BenjiGameDev
Benji
5 months
We got the superman grapple pose!
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@BenjiGameDev
Benji
3 months
back to playing with fire
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@BenjiGameDev
Benji
2 months
Sure! I make high-resolution textures in Affinity Designer, then export at 32x32 or 64x64. The high-res texture often looks awful - I design them specifically to look good when downscaled. Then the real magic is in the vertex lit shader + N64-style filtering
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@BertoCarlos1941
Robert Rasmussen
2 months
@BenjiGameDev Can you give us any information about how you make the Textures? I'm doing some experiments but with zero to none success until now
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@BenjiGameDev
Benji
4 months
Added a lil "oh crap" slide for when you grab some vines from a jump 🍃🍃🍃
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@BenjiGameDev
Benji
3 months
Yes, you can do this, if you're cool enough
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@BenjiGameDev
Benji
5 months
Azaran's steam page is live!!! You can wishlist my game!! (I've heard that if you QRT this post, the algorithm will make your crush text you back and you'll find $10 in your pocket) Link below 👇👇👇
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@BenjiGameDev
Benji
3 months
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@BenjiGameDev
Benji
2 months
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@BenjiGameDev
Benji
3 months
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@BenjiGameDev
Benji
6 months
The cool thing about solodev is that when ladder animations are driving you crazy, you can just do something else for a while. Here's a vine-wall
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@BenjiGameDev
Benji
3 months
The Prisons of Brass are guarded by a variety of bone-magic automata. While powered by springs and clockwork, these devious machines act by the will of the dead
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@BenjiGameDev
Benji
7 months
Is there a better / easier way of making a flame arrow than this monstrous thing I just hacked together? Almost certainly. But perfect and elegant are the enemies of DONE
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@BenjiGameDev
Benji
5 months
While often described as a type of burrowing larval parasite, the Beakworm is actually a species of bird
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@BenjiGameDev
Benji
3 months
Look, I understand that menus are boring, so to make this UI demonstration video more exciting I've introduced explosives and an element of suspense
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@BenjiGameDev
Benji
2 months
mapping damage to a button is crazy useful for bug testing
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@BenjiGameDev
Benji
4 months
Playing with texture filtering this morning! I think I do prefer the N64-style for Azaran 😋 A - 1080x1080 (HD source image) B - 32x32 point filter ("pixel"-style) C - 32x32 bilinear filter (Unity default) D - 32x32 3-sample bilinear filter (N64-style)
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@BenjiGameDev
Benji
21 days
Scope reduction is when you take plans for an elaborate Save Room + saving cutscene and replace them with a fountain thing you made in 10 mins
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@BenjiGameDev
Benji
2 months
I often see indie devs reposting and engaging with negative Steam reviews on here. In the publishing world such behavior is considered very bad etiquette. Please let your customers leave negative reviews without the fear of getting plastered all over social media
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@BenjiGameDev
Benji
4 months
Things look much prettier with actual textures
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@BenjiGameDev
Benji
3 months
i wrote the bits of code to make the water go splash when you do different water things
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@BenjiGameDev
Benji
24 days
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@BenjiGameDev
Benji
5 months
The Jinn are spirits of nature. They take many forms. While most have no presence in the physical realm, some may choose to bind themselves to vessels of brass
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@BenjiGameDev
Benji
6 months
How would we feel about crunchy pixels?
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@BenjiGameDev
Benji
6 months
⚔️Gamedev Ladder Bossfight Phase 3⚔️ this thing is harder than Malenia I swear
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@BenjiGameDev
Benji
6 months
Slope testing is going great 👍👍👍
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@BenjiGameDev
Benji
2 months
i know a lot of you don't like block puzzles, but hear me out
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@BenjiGameDev
Benji
6 months
I'm half way towards beating the final boss of gamedev: LADDERS
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@BenjiGameDev
Benji
3 months
🏹+ 🪔 = 🔥 🏹+ 💣 = 💥
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@BenjiGameDev
Benji
3 months
Azaran's underwater effect is super simple. When the camera enters a water trigger, I switch the scene's ambient light color, fog color, fog density, and I add a lowpass filter to the SFX bus. Done!
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@BenjiGameDev
Benji
3 months
Bomb explosion in super slow-motion to show off what's happening. UV scrolling is my best friend 😆
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@BenjiGameDev
Benji
4 months
I'm not quite sure who this guy actually is yet, but how dare he
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@BenjiGameDev
Benji
3 months
how do magnets actually work though? 🧲
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@BenjiGameDev
Benji
1 month
new drip to match the ride
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@BenjiGameDev
Benji
24 days
Lastly I added in some random twitching of the head, blinking, and snapping of the claws. And his idle animation is all done!
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@BenjiGameDev
Benji
5 months
Proper animations to come, but the magshot is kinda working!
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@BenjiGameDev
Benji
7 months
Today I’ve been working on implementing N64-style collisions for my game, prompted by frustrations with Unity’s in-built CharacterController component. Inspired by an amazing video from Pannen (linked below), here’s what I’ve done so far 🧵
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@BenjiGameDev
Benji
7 months
Getting the arrows to bounce off some stuff and smash through other stuff and boioioinggg into other stuff
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@BenjiGameDev
Benji
4 months
Trying a more traditional zelda-like UI. Also started designing some fancy item icons - first up is the Scimitar!
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@BenjiGameDev
Benji
5 months
Some decent lock-on progress! Now I just need proper strafing animations, then onto backflips and other combat acrobatics...
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@BenjiGameDev
Benji
2 months
Yep, you can bomb the monkeys
@Ridnarhtim
Spooknarhtim
2 months
@BenjiGameDev I already want to throw bombs at it
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@BenjiGameDev
Benji
3 months
how to make a game that looks good: disconnect limbs into separate meshes. use the same textures over and over again in different ways. use fewer colors and fewer polygons.
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@heliofractal
Lori Vornoy 🗡💀🩸
3 months
how to make a game that looks good: get rid of lights and shadows, just use ambient light, don't use normal maps or metalness map or any other PBR workflow related maps, use low res textures and, render everything at super low res or use a crunchy shader i don't care
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@BenjiGameDev
Benji
6 months
What if I've just been fighting B and I'm retreating away from an attack?
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@BenjiGameDev
Benji
7 months
A title reveal for #screenshotsaturday ! Azaran: Islands of the Jinn An N64 Zelda-like inspired by The Book of the Thousand Nights and a Night
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@BenjiGameDev
Benji
4 months
Blocking out Azaran's very first area. Straight into the action with a little mini dungeon...
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@BenjiGameDev
Benji
6 months
Here's a method I'm experimenting with: 1) Get all targets in range, on screen, and not blocked by geo 2) Get those within 45 degrees of player forward 3) Sort these by distance. Select closest target (cyan) 4) If no viable option, select target closest to cam center (green)
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@BenjiGameDev
Benji
5 months
Handling edge case #5446 : Interrupting a grapple pull with aerial stun damage. I swear games are mainly just edge cases.
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@BenjiGameDev
Benji
4 months
playing with nuts
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@BenjiGameDev
Benji
4 months
Progress on Jumjum the Ever-Living, master of ancient sorceries
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@BenjiGameDev
Benji
3 months
Comparing in-game model vs UI version made me realize there's an entire artistic subgenre of "Chibi SD Weapon Icons" that I'd love to see more of
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@BenjiGameDev
Benji
5 months
I've decided Zayd deserves an actual control rig rather than a bunch of manual bones. Am I AAA yet?
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@BenjiGameDev
Benji
26 days
some simple procedural animations for this lil snappy guy, mostly just splines and noise
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@BenjiGameDev
Benji
6 months
I feel like I need a piña colada
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@BenjiGameDev
Benji
11 days
goin for a swim
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@BenjiGameDev
Benji
6 months
"Hmm what wall texture should we use for the final room of the ice cavern? Maybe another snowy rockface?" "An infinite stargate. An aberration of spacetime. A window upon a realm that lies beyond human comprehension, where all is cold and all is ice."
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@BenjiGameDev
Benji
6 months
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@BenjiGameDev
Benji
6 months
Prototyping the Prisons of Brass. The central mechanic will involve manipulating giant chains that thread throughout the dungeon, perhaps binding something deep within....
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@BenjiGameDev
Benji
4 months
Players: Ugh, fell down a pit. Never mind. Devs and QA: Hmm that looks kind of complicated. How are we going to handle respawn location? Can the player pause during that 0.3 second fade-out? Would 0.5 seconds feel nicer? Should the room-state reset? What if--
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@BenjiGameDev
Benji
8 months
Implementing foot shadows Zelda-style. Shadows are quads with a bone attached to one vertex. Bone positions and angles are then adjusted via script, allowing them to be controlled by the day/night cycle. #gamedev #indiedev #indiegame
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@BenjiGameDev
Benji
2 months
The magshot is a much better way of dealing with monkeys
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