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PingZing

@pingzing.xyz
45 followers 164 following 209 posts

Writer, programmer, occasional baker. Any/all pronouns. Avatar by @illusionofmana.bsky.social. Banner art by NSilver.

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PingZing @pingzing.xyz · 31/07/2026
Hey, heads up, the Kinali site appears to be affected by the Cloudflare phishing hijack going around. On first load, I saw this. If you have connections to them, you might want to let their web folks know. For anyone else, don't follow those instructions. Just refresh the page.
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PingZing @pingzing.xyz · 12/07/2026
Got a lovely animated SF64 style portrait courtesy of @ropnolc.bsky.social
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PingZing @pingzing.xyz · 05/06/2026
The Load Game menu is done! All the title menus are now implemented! #indiegames #indiedev #gamedev #screenshotsaturday
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PingZing @pingzing.xyz · 02/06/2026
Could I get something with my kirin girl, Polar Spark, being pressed up against a wall while wearing lingerie, by a floating esper Terra from FFVI? Polar's a herm with equine penis and vagina (balls optional). Terra's got a vagina. Terra's holding Polar's face, her claws threaded into Polar's hair.
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PingZing @pingzing.xyz · 30/05/2026
Got some lovely art from @furdman02.bsky.social!
A blue anthropomorphic kirin kneels, facing partially away from the viewer with her knees splayed and her hooves to the side. She has a single, colorful horn, a leonine tail with a length fur that resembles aurora borealis, and cloven hooves.
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PingZing @pingzing.xyz · 23/05/2026
Finally landed on a health restoration mechanics I like. #indiegames #indiedev #gamedev #screenshotsaturday
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PingZing @pingzing.xyz · 03/05/2026
Been doing some work on the title and settings screens. Also finally got the player's weapon sprited! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 04/04/2026
Been working on implementing a "choose an option" dialogue. But that's boring! So instead, have a before-and-after of me cleaning up my "rocky cliffs" tiles. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 29/03/2026
With Google, at least, there's a toggle where you can tell it to knock that shit off. It's called "Verbatim" mode. I've mostly moved to Kagi these days, so I dunno how effective it is, but it's probably worth a shot.
Screenshot of Google's search interface. It shows the "Tools" menu expanded, and the "Verbatim" option expanded.
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PingZing @pingzing.xyz · 20/03/2026
Not sure if this is quite your wheelhouse, but: My anthro kirin herm riding a shy feral (i.e. quadruped) kirin boy, taking a creampie and cumming on his face. She's *very* into it and staring at his face, and he's a little overwhelmed.
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PingZing @pingzing.xyz · 02/03/2026
Couldn't resist tweaking it. Now it's perfect. Searches 6 pixels in either direction to find an open space. If it finds it, it gently slides the player over at 25% speed. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 01/03/2026
Implemented player nudging. If you run into a wall, and the game detects you're near open space, it'll gently nudge you toward it. Should help navigating narrow spaces. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 05/02/2026
How 'bout a kirin?
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PingZing @pingzing.xyz · 04/02/2026
Received this gorgeous commission from @dynamo-deepblue.bsky.social. Phenomenal work, and super fast turnaround time. Thanks a lot!
A feminine anthro kirin with light teal fur, amber eyes, a multicolored horn with spiky protrusions, and a tail that resembles the northern lights floats in a starry void. She is waving at the viewer with a flirty look on her face.
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PingZing @pingzing.xyz · 31/01/2026
Our protagonist has a new color scheme, and a few new rooms to explore. #indiegames #indiedev #gamedev #screenshotsaturday
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PingZing @pingzing.xyz · 08/01/2026
I'll get it in on this! Polar Spark, my northern kirin:
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PingZing @pingzing.xyz · 26/11/2025
Hell yeah. My game has a silent protagonist, so all their characterization has to come from other characters and narration. And you get to invent lots of little characters with fun little stories that live in your head!
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PingZing @pingzing.xyz · 15/11/2025
Finally polishing up a few of the more placeholder areas now that I've found some house tilesets I like. Props to the 8-Bit Adventure Pack: ci.itch.io/8-bit-adventure-pack #indiegames #indiedev #gamedev
A top-down screenshot of a 2D game. A blue anthropomorphic kirin stands in the center, surrounded by a fenced in dirt pathway.A screenshot of the same game, with the same blue kirin in the center. The scene is now substantially less placeholder-looking, with houses in place of the fences.
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PingZing @pingzing.xyz · 14/10/2025
This was what my testing area looked like once I'd finished getting everything working again. Look at her go! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 14/10/2025
Had to fix up some of my reflection math. That meant reworking all the player character's secondary sprites' reflection offsets. Accidentally left animation interpolation on for the tail. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 05/10/2025
Been quiet about the game, but I've been making some progress on cutscenes. But mostly, I've been waiting for... player character sprites! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 31/08/2025
The second is more exciting for me personally: a dialogue previewer! No more booting up the game just to see if my dialogue actually fits, or if it feels right! I reused my existing DialogueBox control with *almost* no changes. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 31/08/2025
Two things tonight! The first is short and sweet. The inventory has a blinky cursor now! Also planning on adding a little panel to the top with item names. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 28/08/2025
Tonight's room. When you've got a good tileset (thanks, affordable asset packs!) they're fun! Like little narrative jigsaw puzzles, that fight you occasionally re: collision sizes and y-sort offsets. #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 18/08/2025
Got halfway through putting together the first big cutscene. Realized that without making each actor do a little motion of some kind every time they spoke, keeping track of who was talking would be way too hard. So, reluctantly: name tags. #indiegames #indiedev #gamedev
A screenshot of a video game in progress. It is a top-down Zelda-style view with placeholder graphics. The player character is a blue box with a placeholder "horn" sticking out on top. There is another placeholder NPC to their right displayed as a green box. The top of the screen displays a dialogue box, now adorned with a gray name tag that reads "Te'cha". The dialogue reads "I stopped by your house earlier, but you weren't the--whoa!"
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PingZing @pingzing.xyz · 16/08/2025
Because my Player is made up of multiple sprites, I had to attach a Reflector component to each sprite. This had some interesting side effects at first... (Reflectors can now specify an offset to deal with this.) #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 16/08/2025
Working on an interior scene, as it's part of the first major cutscene. Part of it calls for the player character to look into a mirror, which meant I had to figure out How To 2D Mirror. Very happy with the result though! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 05/08/2025
Oh, almost forgot! Before this, I got my cutscene system built! I still need to teach it a few more commands, but it can move entities around, and that's a big part of what I needed! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 05/08/2025
This is an earlier incarnation of the same thing, with cell coordinates mocked up in Paint.NET. This earlier version was just a _draw() in my base room scene. As such, the only way to see it was to uh, turn off the room's tiles. Not great UX! #indiegames #indiedev
A screenshot of my game, with a blue and red grid overlaid a gray background. The top and left edges of the screen have tile coordinates inside them. The top of the screen  reads "12 wide, 8 tall", and "192px wide, 144px tall". The player character's tile is highlighted in green, and a second NPC, a gray square, has a tile they're not quite standing on also highlighted in green.
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PingZing @pingzing.xyz · 05/08/2025
Started working on Y-Sorting (i.e. allowing things to go behind other things). Realized I'd have to move *every* entity's relative position up one tile. Did so. Broke the *hell* out of pathfinding. Was forced to invent some better debugging visualizations. #indiegames
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PingZing @pingzing.xyz · 30/07/2025
Slowly chipping away at the stuff I need to start doing cutscenes. It's not interesting to show, because it's re-treading old ground re: pathfinding, etc, just with more stuff under the hood. So, instead... #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 26/07/2025
In response to Toby Fox's question of "How did Undertale affect you?", a dialogue box in the style of Undertale where Polar Spark, the kirin in my avatar, responds: "Inspired me to try to make a game of my own."
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PingZing @pingzing.xyz · 24/07/2025
Starting to add some interactions. Getting some ideas for puzzles and like... Actual Gameplay(tm). #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 22/07/2025
Two new enemies! With that, I think I have all the enemies I need for this region. (fun fact: the plants are called "Birds of Perdition") (even more fun fact: lookit that angry eyebrow on the boar. I love it.) #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 21/07/2025
Added a "PeacefulSleep" component that makes enemies invincible and solid. It also puts these little crab guys to sleep! #indiegames #indiedev #gamedev
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PingZing @pingzing.xyz · 17/07/2025
Upscaling should help a bit.
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PingZing @pingzing.xyz · 17/07/2025
Let's see how Bsky compression handles... ...tiny enemy crab! #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 15/07/2025
Mostly work in less visually-cool infrastructure stuff. Except: Shaders are cool. #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 13/07/2025
We got a player inventory! We got an item acquisition cutscene! We got animations moving stuff from the world into the UI with only a minimum of jank! #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 08/07/2025
Been doing a bunch of work under the hood for the past week or so. A major milestone: things can take damage and be defeated now! #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 03/07/2025
Starting to get interaction into the game. We now have an Interactable component, and I'm starting to hook up the dialogue box. Still need to freeze the world when dialogue is on display, but we're halfway there. #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 02/07/2025
Haha! BBCode formatting that gets preserved across automatic page breaks! I had to do some intense shenanigans, and I am definitely not using RichTextLabel the way you're supposed to. But it works! #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 30/06/2025
And now for something completely different. Dialogue boxes! It's a rewrite of a Godot 3.3 box from my previous project, and is also built on RichTextLabel. It does letter-at-a-time, automatic line and page breaking, and allows for input breaks and variable speeds. #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 29/06/2025
Generalized pathfinding! I tried so hard to make my enemy avoidance use AStarGrid2D's concept of solid nodes, but couldn't get good performance out of it. In the end, I opted for a simple HashSet of occupied cells, and a check for occupancy in the movement update code. #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 26/06/2025
A very (very) rough proof-of-concept of pathfinding! I'm using Godot's AStarGrid2D which, on one hand, is lovely and simple. On the other hand, building a nav grid is awkward--it doesn't interact with other TileMapLayer stuff at all. But it works! Look at him go! #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 25/06/2025
Okay. We got doors, folks. They can point to any other room, anywhere *in* that room, and they can define both an exit and an entrance animation per-door. It also turned my room transition code into an absolute unholy spaghetti mess. #indiedev #gamedev #indiegames
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PingZing @pingzing.xyz · 23/06/2025
Transitions are now generalized! Any of the four cardinal directions work (and there's a fifth variety, for things like staircases and doors). Individual rooms can override transition logic, but if they don't, the default is to just "find a room to the N/E/S/W of me". #gamedev #indiedev #indiegames
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PingZing @pingzing.xyz · 18/06/2025
Screen transition! Just the one. It's hardcoded to work for Exactly That Screen, moving in Exactly That Direction. But the concept works! #gamedev #indiedev #indiegames
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PingZing @pingzing.xyz · 17/06/2025
Trying my hand at a tiny game. It's much more narrowly-scoped than my last one, so it may actually get done. ...maybe. Anyway, things can now deal and receive damage. But there's no concept of health, or even damage numbers, yet. #gamedev #indiedev #indiegames
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PingZing @pingzing.xyz · 25/05/2025
A lovely commission of Polar Spark from @owlclare.bsky.social.
A head-on digital illustration of the kirin, Polar Spark. The picture only features their upper body, head and forehooves. The background is blue and abstract. The artist's website URL, owlclare.net, is in the corner.
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