Yal @yaru.itch.io · 1h(And don't worry; instead of potentially triggering arachnophobia with real spiders, these are abominations with a human eye for a body and really slow leg animations.) 010
Yal @yaru.itch.io · 1hDidn't feel like starting to code the 4 new bosses yet so I finally got started on the level design for the first Nameless Institute level. The green path is mostly about two types of spiderwebs (climbable and bouncepad) #gamedev #indiedev #Burgertale 1134
Yal @yaru.itch.io · 07/10/2026Speaking of "big and intimidating", I might need to figure something out for when objects are in front of a map you're inside. An EXP crystal covering up the tile behind it isn't so bad when you're the same size, but when you're one 32th the size suddenly it's VERY distracting. 010
Yal @yaru.itch.io · 07/10/2026Fixed some issues in the enemy movement code, namely that they assumed all map chunks had the same size and thus couldn't properly move between ones with different size. Now they can, and it also has the bonus that they can look extra big and intimidating. #gamedev #indiedev #JRPG 2115
Yal @yaru.itch.io · 06/10/2026The space world expansion is coming along pretty well, level design / loot / enemy placement is done for everything except the big story area! Also went back and sprinkled in three new optional areas to fill in the empty space with more stuff to do. #gamedev #indiedev #Burgertale 2164
Yal @yaru.itch.io · 05/10/2026(it's completely SFW, the joke is that all the items he sells are made from various types of nuts) 000
Yal @yaru.itch.io · 04/10/2026Set up a system for NPC graphics! It's the same modular system used by party members, but with convenience functions to quickly randomize appearances and dress them up. (Also unlike the party members reading from party data, all data is managed locally for NPCs) #gamedev #indiedev #JRPG #pixelart 3184
Yal @yaru.itch.io · 03/10/2026also side note, whenever I need to do something stupid that will break if I look at it funny, I always add a "HACK" comment tag so I can easily find potential suspects next time something breaks 000
Yal @yaru.itch.io · 03/10/2026For some reason THIS PARTICULAR MENU (and ONLY this menu!) has the cursor offset super far away and I couldn't figure out why so eventually I just added some hardcoded numbers to offset the *desired* cursor position in the other direction after measuring how far away it was on a screenshot #gamedev 271
Yal @yaru.itch.io · 03/10/2026Ran into an unintended consequence of how I set up item data; there's no single unified way to calculate sell prices and there's not even a guarantee an item object is valid to sell luckily there's always the "hide the dirty details behind a helper function" solution for cases like this #gamedev 171
Yal @yaru.itch.io · 03/10/2026here's my 5 cents, 1) mix up body shapes so characters are 100% guaranteed to look visually distinct (that lowers the pressure on the outfit design) 2) cram as many meaningful details in as possible (don't worry they won't be on-the-nose to someone that don't know all your thoughts and lore) 000
Yal @yaru.itch.io · 02/10/2026also in case anyone's curious, my scripts are beeeg so I use folding regions a lot (e.g. this one is the "menuevents_pause" script, it has all the functionality from the pause menu, sorted by submenu) [If the "system menu" name's confusing, that's where the settings/options are gonna go later] 020
Yal @yaru.itch.io · 02/10/2026#GameMaker tip of the day: there's a bunch of secret hotkeys for folding regions, most notably Ctrl+M which folds EVERYTHING. Perfect if you only want the stuff you're currently working on open in a 5000-line script! #gamedev #indiedev 3165
Yal @yaru.itch.io · 01/10/2026coding menus is still absolutely soul-draining but at least it's very clear how much progress you made when you look back at WIP screenshots and watch it evolve from a total mess to something readable #gamedev #indiedev #JRPG 1185
Yal @yaru.itch.io · 01/10/2026The shop "talk" system is in place, turned out to be a bit messier than I expected because cutscenes and menus weren't set up to play nice with each other. I also had to add support for dialogue boxes to be repositioned, so they can line up with the shop's flavor text box. #gamedev #indiedev #JRPG 1103
Yal @yaru.itch.io · 30/09/2026Figured I need to chew through my todo list of remaining systems if I'm ever gonna get the #JRPG project done so I started work on the shop menu (the easiest thing on the "Entire Systems That Are Missing" list) #gamedev #indiedev 2143
Yal @yaru.itch.io · 28/09/2026Well... guess what the filename used for its chapter 2 iteration is? 100
Yal @yaru.itch.io · 26/09/2026I always felt all the work that went into the space physics was kinda wasted when it's just a one-and-done level so my next goal is expanding it to be a 4-burger level (I'll also connect better to the Stargazer and donut lore that was invented AFTER I made this level) #gamedev #indiedev #Burgertale 3204
Yal @yaru.itch.io · 26/09/2026I've also planned something like this out~ (combined with being a mirror match against an exact copy of the player avatar, so the balance will be fair) 010
Yal @yaru.itch.io · 24/09/2026(if anyone's curious, this is the calculation) Left and up are "half rounded down", right and down are "max minus half, rounded up" (Rounding up is necessary because otherwise the exact halfway point is still included in the range so we need to move it one extra step from there) 000
Yal @yaru.itch.io · 24/09/2026I realized it's not always clear when menus has more stuff in them (especially the portrait selector) so I added a new generic UI element that shows an animated arrow if there's offscreen items in that direction (automatically calculated based on menu size) #gamedev #indiedev #JRPG 2234
Yal @yaru.itch.io · 24/09/2026I was gonna make an "eyes up here" joke in reference to webcameras usually being above the screen but then I realized the eyes of the Kerfus actually are all the way down at floor level, lol makes sense from a design POV though (they won't overlook a trip hazard if they're at floor level) 110
Yal @yaru.itch.io · 24/09/2026Putting the face on the monitor makes sense from an usability point of view, it's a lot easier to display facial expressions on a screen than having like, animatronic eyebrows over the cameras we even do it intentionally with real life robots, like the Kerfus store mascot 120
Yal @yaru.itch.io · 24/09/2026I can't get over how "are videogames art?" is still even a question that people ask it gets even more absurd if you'd apply it to any of the traditional forms of art (so I did it satirically to prove the point) 010
Yal @yaru.itch.io · 23/09/2026there's always the indie alternatives Dolls Nest and Punihi Loader 2 one thing I never could get over with AC6 is how BIG (25m tall!) the mechs are, DN and PL2 both have human-sized mechs in human-sized worlds and it makes them feel a lot more believable 010
Yal @yaru.itch.io · 22/09/2026I realized I had three bee accessories that are implemented but unobtainable so now I'm going to hide three secret beehives in whichever random levels has the best hiding spots #gamedev #indiedev #Burgertale 2165
Yal @yaru.itch.io · 20/09/2026I'm really curious if there's some nefarious hidden meaning in picking mistletoe, it's mostly known for the Christmas kissing thing but as live plants they ARE parasitic so they kinda work as a symbol for dark secrets as well also fun bonus fact: their formal species name includes "santa" 1161
Yal @yaru.itch.io · 19/09/2026this random youtube thumbnail re: the Elden Ring's DLC sums up one of its biggest problems pretty succinctly, I feel 010
Yal @yaru.itch.io · 18/09/2026I'm real glad I did an extended test play session instead of just doing Frie's Greenhouse like normal because I found a thing so bad it needed a fix and rebuild several special control objects got so large they popped into the gameplay space and covered stuff up 130
Yal @yaru.itch.io · 18/09/2026hot take: this isn't plausible. ...BUT, on the other hand an ARMORED CORE lego game could be a thing!! They basically already have armored core sets so there's some precedence 100
Yal @yaru.itch.io · 17/09/2026I'm pretty confident the next #Burgertale update will be ready sometime during this weekend! (That is, if the final sanity check doesn't uncover something serious that needs a lot of work to fix) Here's some screenshots of upcoming new levels! #gamedev #indiedev #pixelart 0172
Yal @yaru.itch.io · 17/09/2026(oh yeah and Ember has a new dialogue portrait now instead of reusing the EEE sprites) 020
Yal @yaru.itch.io · 17/09/2026oh yeah and I can't mention the creepypasta blood level without SHOWING it right (good luck finding it, it's even more hidden than the retro level) 110
Yal @yaru.itch.io · 17/09/2026test-playing everything is about halfway done (there was a LOT of stuff to fix in the mirror level in particular, it and the creepypasta blood level are in different zones so they're not in the Cowloon list) oh and one of these levels is HUGE so it might take a while to polish it #gamedev #indiedev 1131
Yal @yaru.itch.io · 17/09/2026lining these rooms up wasn't intentional but I like how the fish looks at you from offscreen to clue you in that there's a secret path you haven't found yet #gamedev #indiedev #Burgertale 0101
Yal @yaru.itch.io · 14/09/2026me: "i should rebalance the maths a bit to make the levelup curve more predictable" game: 110
Yal @yaru.itch.io · 13/09/2026and if anyone's curious, the messages are generated using basic substitution templates, with one of the formats just being canned phrases that are used wholesale (atting the streamer or adding emotes are randomly done to the message generated in this step, names are generated separately) 000
Yal @yaru.itch.io · 13/09/2026for some reason I decided I wanted to simulate a realistic twitch chat for the background of this one room #gamedev #indiedev #Burgertale 1112
Yal @yaru.itch.io · 13/09/2026I *am* a kleptomaniac hoarder in real life but I'm not sure if my 3 most played games reflects that 000
Yal @yaru.itch.io · 13/09/2026but a lot of music theory has kinda been "solved", it just seems hard because of gatekeeping making it hard for an outsider to start learning it like, I'm still using this cheat sheet from 360 YEARS AGO to keep track of what feeling is associated with each key 100
Yal @yaru.itch.io · 13/09/2026when I started this project I was like "200 accessories is plenty, I'll never need THAT many" and uh 3 years later I suddenly need to worry about running out of IDs morale of the story, you always need more IDs than you think #gamedev #indiedev #Burgertale 0163
Yal @yaru.itch.io · 12/09/2026And this is what the version with HD assets for the collectibles as well looks like! The sprites are 3x as large as the size they're actually drawn as, so if the game is fullscreened on a regular 1080p monitor (which is 3x the size of the base resolution) everything is 1:1, perfectly crisp 010
Yal @yaru.itch.io · 12/09/2026(this is what the original art looked like, as much as I like the goober energy it also kinda feels off-model to what the in-game sprites look like, especially for Tippy) 130
Yal @yaru.itch.io · 12/09/2026This one has been on my todo list for a while, figuring out a way for the title screen to use your active chromosphere. Also I drew new title screen art! (I'm gonna replace all the antialiased graphics with high quality ones rendered on a GUI layer) #gamedev #indiedev #pixelart #Burgertale 1131
Yal @yaru.itch.io · 12/09/2026Had to dig into my project asset folders looking for some old stuff, and it dawned on me what a MASSIVE glowup Frie had between my first concept sketch and the final portrait (it's not explainable by my skills improving either, because it's just ~2 years between these) #furry #art #oc #Burgertale 080
Yal @yaru.itch.io · 10/09/2026I saw someone make a cool riff on the Kingdom Hearts 2 box art so I got inspired (if I'd been serious instead of doodling this during a meeting I probably should've drawn everyone separately / combine in post, I realized I messed up the composition & couldn't fit all the important characters) #art 060