No Name Train Game @nonametraingame.bsky.social · 23/01/2025Welcome to anyone finding us here from Twitter!! (repost because the gif wasn't working properly) 143
No Name Train Game @nonametraingame.bsky.social · 11/01/2025AND THE WAGONS ARE WORKING!! This alone makes it a lot more fun to control I think, watching them all unsquish one by one is really fun to mess with I still gotta work on their rubberbanding for getting stuck on something (and their jumps) but it's much better than yesterday 011
No Name Train Game @nonametraingame.bsky.social · 10/01/2025Tried a Pin Joint system for connecting wagons I will NOT be using this lol, I'm gonna try and do something more similar to Zombie Tsunami's crowd movement #indiegame #gamedev #trains 096
No Name Train Game @nonametraingame.bsky.social · 26/12/2024Redrew the sprite to be more in-line with what I want him to look like!! Still not totally decided on the siderods, if anyone has suggestions for how to make them look nicer, I'm open to them! Besides that, what do you guys think? 032
No Name Train Game @nonametraingame.bsky.social · 09/12/2024Was talking to someone about other possible train designs and realized I never shared the full design for our main guy on here He's a Beattie Well Tank, a British steam locomotive, painted a deep purple! More info in the ALT text, since for some reason there's more space there 154
No Name Train Game @nonametraingame.bsky.social · 08/12/2024Double jump removed, more tilesets in place (though currently non-functional), coyote jumping, jump buffering, and crouching implemented I think I'll consider the player movement done for now, I'll move onto adding functionality to static obstacles 022
No Name Train Game @nonametraingame.bsky.social · 07/12/2024Basic tilesets implemented, movement edited to better suit level design. I plan to draw the levels over the tileset inner-workings, as I've learned that's a common way to design levels when you're not using pixel art for your game. Plus, it allows for more customization 042