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Dini

@mobuos.dev
64 followers 294 following 57 posts
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Reposted by Dini
Brendon Chung @blendogames.bsky.social · 23/06/2026
I wrote about level design readability: blendogames.com/news/post/20...
a corridor from the game Thirty Flights of Lovinga series of gaps in a wall, each increasing in size
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Dini @mobuos.dev · 23/01/2026
I would like to announce I am now the proud owner of a Godot Game Engine. #godot
A small plushie of the Godot's Game Engine mascot, sitting outside and enjoying the breeze
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MrEliptik 💀 O.B.O.L is out 🔥 @mreliptik.bsky.social · 13/01/2026
Hyperslice releases on January 16 (yes in just 3 days!) on Steam and Itch 🎉 Hyperslice is: ⚡ Fast paced arena roguelite 💨 Your only weapon is your dash ✂ Push & slice EVERYTHING 💀 Destroy enemies, survive hazards, buy upgrades, die and 🔄 Wishlists and retweets appreciated 🥰
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Retro Tech Dreams @retrotechdreams.bsky.social · 05/01/2026
This reflective acrylic sheet shows how 1980s illustrators were able to trace real-life objects on the computer. Once it was aligned, it reflected whatever was in front of it over the monitor's display, allowing artists to trace it in a tool like MacPaint or MS Paint. Simple, low tech and effective.
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Yuri @yurisizov.bsky.social · 25/09/2025
Ahem ahem... Introducing 🧩FOLLOW THESE STEPS🧩, a chill puzzle game where you build scenes and things out of colorful pieces, step-by-step instructions provided! 🥵 Working hard on the demo now, so please WISHLIST it so you don't miss it! store.steampowered.com/app/4002220/ #indiegame #puzzle
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picopup🏳️‍⚧️ @brookp8.bsky.social · 21/09/2025
TETRISNT: 2-IN-1 BLOK PAK Two variations on the classic for #fallingblockjam! In SCORETRISNT, there are no clears, instead you have 3 scoring objectives that get you points based on block placement. In MATCHTRISNT, you must connect 3 like pieces to clear them gamedevbrook.itch.io/tetrisnt
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Walaber @walaber.com · 21/09/2025
If you are in a playtesting mood, give my #FallingBlockJam game a try! I still have just under 24 hours to fully finish it, but this build is in pretty good shape! Let me know if you have bugs or feedback! walaga.me/jellywell
walaga.me
raylib web game
New raylib web videogame, developed using raylib videogames library
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Daniel Linssen @managore.bsky.social · 21/09/2025
started making a #FallingBlockJam game but I've run out of time and energy, so please enjoy this little window into what could have been!
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Reposted by Dini
Verbante @verbante.bsky.social · 21/09/2025
Submited my game to the #FallingBlockJam. Play Dino Feast here: verbante.itch.io/dino-feast #pico8 #gamedev
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Werxzy @werxzy.itch.io · 19/09/2025
Due to the amount of people participating in #FallingBlockJam, there's a shortage of blocks, so you're gonna have to make them yourself. #pico8
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Dini @mobuos.dev · 21/09/2025
Hello it's me again, I made another jam game, this time for #FallingBlockJam My first time actually using #pico8 as well! Please do leave feedback and reveal the secrets for making polished and good looking games like the ones I'm seeing in my feed right now mobuos.itch.io/cascata #gamedev
mobuos.itch.io
Cascata by Mobuos
Falling blocks cascade into higher numbers
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Dini @mobuos.dev · 25/08/2025
One week ago I submitted Bzzzzzz to the B1T Jam Today the ranking came out! I didn't expect much, but it ended up 1st in fun and 6th in gameplay! If you like short and silly incremental games with broken progression and buggy audio... Check it out! #godot #gamedev #gamejam mobuos.itch.io/bzzzzzz
mobuos.itch.io
Bzzzzzz by Mobuos
An incremental game about building a hive
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Trevor Henderson 🍉 (commissions closed) @slimyswampghost.bsky.social · 17/08/2025
making the art is the fun part. working to get better is the fun part.
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Tibo @heytibo.com · 29/12/2024
“You crashed into an unknown asteroid belt. Explore this alien world, leap between asteroids and find a way to repair your spaceship.” Demo out on Itch and (soon) Steam gtibo.itch.io/wild-cosmos s.team/a/3051070 #indiegame #indiedev #gamedev #godotengine
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lucaju @handle.invalid · 04/08/2025
🎮🇧🇷 catadão de jogos brasileiros na #GMTK jam 2025 pra jogar no pc do trampo 🇧🇷🎮 itch.io/c/6143567/-g... vou ir falando deles conforme jogar 🧶 #jogosbr #gamedev #GTMKJAM
itch.io
Download the latest indie games
itch.io is a simple way to find, download and distribute indie games online. Whether you're a developer looking to upload your game or just someone looking for something new to play itch.io has you co...
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Dini @mobuos.dev · 03/08/2025
Completed the rite of passage that is participating in the #GMTKJam mobuos.itch.io/watch-watch #Godot #GameDev
mobuos.itch.io
Watch & Watch by Mobuos
Watch how it's done!
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Yuri @yurisizov.bsky.social · 23/07/2025
Godot's ColorRect is nice when you need to quickly add a simple line to the UI. Unfortunately, it is not rotation friendly as it doesn't enable or expose the anti-aliasing toggle. So here's a Color-ER Rect, if you need that: gist.github.com/YuriSizov/3c... I also included a few rendering modes.
On a light blue background there are 4 slightly rotated purple shapes with some text in white written next to them.

The first two shapes are filled and the other two are rendered as just a frame. The first and the third shapes are visibly aliased, while the other two are visibly blurrier, but not aliased.

Labels read, in order, "ColorRect, ColorerRect + AA, ColorerRect Frame, ColorerRect Frame + AA".
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Xor @xordev.com · 23/07/2025
If you're new here, you might be wondering what it is that I am posting, the strange formulas (where do they come from?) and videos. Here's a brief explanation of what I am doing:
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Dini @mobuos.dev · 20/07/2025
Wrapping up my entry for #KenneyJam 2025 a couple of minutes before the deadline! Second time making a game in under 48 hours! Definitely would've done things a bit different in retrospect, but that's part of the fun! #Godot #GameDev mobuos.itch.io/power-saving...
mobuos.itch.io
POWER SAVING MEASURES by Mobuos
Guide a droid HOME with less-than-ideal controls
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Reposted by Dini
Dan Fessler @danfessler.com · 27/06/2025
an HD Index Painted fireball effect
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Dini @mobuos.dev · 26/06/2025
Very cool! You get some pricing parity discounts if you live in Brazil for example :)
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Dini @mobuos.dev · 25/06/2025
Uploaded the Rich Android Haptics Plugin to the (new) Godot Asset Store! It doesn't even feel like a Beta version! Always nice following up with Godot's awesome development :) They even have a nice roadmap: store-beta.godotengine.org/roadmap #GodotEngine #gamedev
Text reads "Rich Android Haptics - Less buzz, more brrr"
Graphic shows the Godot Engine mascot shaking hands with the Android mascot, the Android mascot is startled
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Reposted by Dini
Stein Makes Games @steinmakesgames.bsky.social · 13/06/2025
Important #indiedev / #gamedev tip: Youtubers and streamers may avoid your game if any audio gets flagged by YT's automated copyright system (Content-ID). Check this by uploading the soundtrack as an unlisted video and wait a couple hours for it to scan. I learned this the hard way on my first demo.
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Dini @mobuos.dev · 12/06/2025
At first I wishlisted because of the graphics, but after playing the demo, it's also clever and fun to play (?!)
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Detective Fantasia: EXCALIMURDER @detfantasia.bsky.social · 16/04/2025
Ocean level breakdown 🌊 Never posted this on Bluesky so here it is o/ #pixelart #indiedev #GameMaker
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Reposted by Dini
davemakes🔶 @mixolumia.com · 09/06/2025
I dug up this very helpful old article on the internet archive that I think explains the problem and solution extremely clearly using the way Quake handles gravity as an illustration web.archive.org/web/20160719...
Doing gravity right

Now you may be thinking: "baah, I know how to do gravity.." but there's a big flaw in the commonly used Euler's method to handle the gravity (or other forces). Even all the Quake games have this problem. Then what is it? If you have more frames per second in Quake, your player will run faster and jump higher. There are some places in Quake where you can't jump high enough if you don't have enough frames per second. Sounds odd, right?

Most of the programmers do the gravity something like this:

velocity = velocity + gravity*delta_time
position = position + velocity*delta_time

The algorithm above is ok but when delta_time changes or delta_time is too high, it causes many unwanted problems. Gravity adding should actually be done like this:

velocity = velocity + gravity*delta_time/2
position = position + velocity*delta_time
velocity = velocity + gravity*delta_time/2

That's it.. but you need proof, right?Results in practice

Here is a "jumping" parabola with different delta times, using the bad algorithm. The picture on the right corresponds almost exactly to Quake. As you can see, you can't jump in Quake if you have less than 3 fps.

(Illustration showing changes in the arc of a jump depending on framerate)

As delta time (dt) gets higher, the jumping curve gets lower.

Now here are results with the new algorithm:

(Illustration showing the arc of a jump staying the same)

Quite nice, don't you think? Accelerating physics are no longer approximation!

Remember that you should do all the accelerating forces like described above, not just gravity.Integrating to the same results

The proving of the formula can also be done using integration (of course, because you are calculating areas..)

After integrating you'll get this formula:

pos = pos + 1/2*acc*dt^2 + vel*dt
vel = vel + acc*dt

Note that pos = position, vel = velocity, acc = acceleration and dt = delta_time

And optimizing that formula leads to this:

temp = acc*dt
pos = pos + dt*(vel + temp/2)
vel = vel + temp

This equals to the second formula given at the beginning of this document.
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Tom van den Boogaart @tom.sokpop.co · 08/06/2025
hello 👽 announcing my new game: Bernband, a remake of the old Bernband from 2014 wander through an alien city, hang out with locals, find secrets, get lost… check it out on Steam: store.steampowered.com/app/2789170
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hby's stuff @hby.bsky.social · 06/05/2025
#pixelart #artpost
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datagoblin @datagoblin.bsky.social · 28/04/2025
hey folks, today is my birthday!! so why don't you get us both a present and commission some pixels from me? 💚 ( sharing very much appreciated! )
Commission sheet detailing several items and estimate prices, along with example pieces and terms & conditions for fulfillment of a commission.

Items available are: icons ($10+), icon icon packs ($100+), character sprites ($30+), large portraits ($120+), game mockups ($150+) and full illustrations ($400+).

Commisions may be requested via direct message, or via email to commission ( at ) gob ( dot ) town.
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Chromatic Conundrum @chromaticconundrum.bsky.social · 24/04/2025
I'm making a puzzle game where you manipulate light! #gamedev #indiedev Wishlist: store.steampowered.com/app/3081690/...
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Matt Hackett @richtaur.bsky.social · 24/04/2025
Overwhelmed marketing your game? Try to focus on these 3 things: 🕯️ This Is All That Matters About Games Marketing www.valadria.com/all-that-mat... #indiedev
valadria.com
🕯 This Is All That Matters About Games Marketing
Find games marketing overwhelming? Just focus on these 3 things.
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keepee⚫ @keepee.bsky.social · 12/04/2025
duck sorter procedural animations
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Eric Migicovsky @ericmigi.com · 18/03/2025
It's our pleasure to introduce two new watches that closely follow the original Pebble DNA. Both are available for pre-order starting today. - Core 2 Duo: black/white display, $149, ships in July - Core Time 2: 64 colour display, $225, ships in Dec Pre-order today at store.rePebble.com
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Tibo @heytibo.com · 28/02/2025
Touching up some VFX for a video compilation #godotengine
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Dini @mobuos.dev · 27/02/2025
My second game jam :) First one done under 48 hours, I don't know how people do this. Wait, I did this? mobuos.itch.io/astral-influ... #Godot #Alakajam
mobuos.itch.io
Astral Influence by Mobuos
Game made in under 48 hours for the 21st Alakajam :)
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Dini @mobuos.dev · 27/02/2025
My first game jam :) mobuos.itch.io/bash #Godot #PirateJam
mobuos.itch.io
BASH by Mobuos
A sentient cube is the last hope of humanity against the machine singularity, BASH'EM
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Reposted by Dini
ivy sly @ivysly.com · 07/02/2025
babe wake up new pixel game screen resolution info tool just dropped ivysly.com/misc/pixel-g... #gamedev #pixelart
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Dini @mobuos.dev · 13/01/2025
My Godot plugin for rich haptics on Android was accepted and is now live on the Asset Store :D For people who wonder why the clicking and vibrating on Duolingo et al feels better than the buzzy vibrations of Godot Do give feedback 👍👍👍👍 github.com/Mobuos/godot... godotengine.org/asset-librar...
godotengine.org
Android Haptics - Godot Asset Library
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