#Monday Dev
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transfunnelservices · 27 days ago
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Monday Dev: Key Benefits and Features Explained by TransFunnel Consulting
Discover the top benefits and features of Monday Dev with insights from TransFunnel Consulting. Learn how this platform can streamline your project management and boost team productivity. Read more: TransFunnel Blog.
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bunnieswithknives · 6 months ago
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in the nature au how long ago did Dev get his leg amputated
Id say slightly longer than a week before Hazel showed up? Its a very recent incident.
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flightrising · 2 months ago
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Bonus gems with every purchase, cycled gem marketplace items return, plus new Veilspun genes!
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prettylittlcresources · 3 months ago
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(PAID PACK - $5 USD): In the source link is a Payhip link containing two zip files with 3,168 gifs (mostly 280x210px) of Madeline Ford in music videos, TikToks, Youtube videos, and tv shows/movies. All of these gifs were made by me. Please read the gif rules linked in the pinned post on this blog before using the pack, thank you!
Madeline Ford is an American model and social media influencer, mostly known for her TikToks.
If you live in a country where the currency's USD conversion rate is unreasonable (examples: Brazil, Turkey, Argentina, etc etc), please dm me on the main blog connected to this account in order to work something out (linked in my pinned post along with my rules); just be aware I'm currently a full time college student and I will not always respond right away - please have patience with me.
TWs: Food and flashing lights off the top of my head, this is over a year worth of giffing and I cannot remember all the tws off the top of my head.
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wobblydev · 1 year ago
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Conlang Corner 12.04.2023
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my first Conlang Corner! i am going to do my best to update every Monday. today we introduce you to Anatolia the Frame Skipper and her work with the cats of Farband.
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brightoakgame · 8 days ago
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Irregular Monday Update, Edition 17
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Hello, friends! ❤️ With the update to Burdock now finished, I'm back to Bright Oak with a vengeance! I'm grateful for all of you; the last year and change have been A Lot, but the break has been a worthwhile one, I feel. I've learned quite a bit, been exposed to new ideas and approaches, met some stellar talents, and now, I'm ready to put it all to work on my main squeeze again. ✨
Progress Report:
Made headway on detail-coding Act II; just about wrapped on the current chapter
Voice Actors are cast for both Sheriff John Forster and for sweet Sparrow! Not naming any names yet, but both actors can be heard in this Burdock stream and following Q+A!
Prepped the casting call and began on the script for the voice actors
Freshened up the game pages and trailer (RIP my "Early 2024" anticipated release 🥲)
To Do List (week+):
Crunch some numbers
Send out casting call for remaining roles and hold auditions
Finish prepping voice acting script
Continue with coding Act II
Paint and implement missing Forster backgrounds
To Do List (month+):
Record lines for demo, re-release demo
(if applicable) Prep for a small crowdfunding campaign (TBD)
(if applicable) Commission necessary art for funding rewards (might do these anyway just as fun merch)
Line and paint missing Jasper-route backgrounds
Keep on keepin' on with coding
To Do List (year+):
Finish and release the whole game! There are some hurdles to get past first, not least among them the long-process Big Move, but I should have a clearer vision as to a specific timeline within the next few months.
Thank you all again for bearing with me! I look forward to sharing more with you soon--a sneak peek at Act II may be forthcoming in the next short while, as well. ❤️
All the best,
B.
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sun-citadel · 4 months ago
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Dramatic cover for my midterm game
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callmebrycelee · 2 days ago
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man crush monday
aaron pierre
full name: aaron stone pierre
date of birth: june 7, 1994
place of birth: west croydon, greater london, england
age: 30
sign: gemini
best known for: his role as dev-em in the science fiction series krypton; mid-sized sedan / brendan in old; caesar in the underground railroad; malcolm x in genius; miles in the morning show; and mufasa in mufasa: the lion king.
height: 6 feet and 3 inches tall
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ugh-my-back · 2 years ago
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Got a comm gift for a pal from my fave artist rooji & ofc I had to get myself one too
beloved @drunkchasind 's Devon & my Damien ♡♡
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crimsondragonleader · 3 months ago
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SaGa Prefecture Items
// Noelmun here, sharing some info on the (2024) 10th Anniversary SaGa Prefecture Collaboration festivities that started yesterday.
So about a decade ago Ishikawa-san started collabing with Saga prefecture to boost sales/marketing for both the series and the prefecture's tourism. To that end, they do various collabs with local businesses and you'll see them around SaGa events. Seriously, they even have SaGa print on the trains.
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So because of Romancing SaGa 2: Revenge of the Seven being released this year, they're collaborating with the local government to have some of their residential taxes (ふるさと納税, furisato nouzei) be dedicated toward different initiatives. Each group gives a thank you gift and a card and I just wanted to point out two in particular.
The other five before those two are:
Noel - JA Foods glutinous rice, notable for its sweet flavor
Rocbouquet - Marubun ramen bowl set
Subier - Squid Siumai & Toppings Set (Crab, Squid, Shrimp)
Bokhohn - Shirokawa Tea Garden's Yoshino Tea
Kzinssie - Ariake Seaweed
But then come Dantarg's and Wagnas' items...
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Dantarg's item is Sirloin Steak from Saga Central Ranch. I find it funny that the item, if you're from the UK, is a "rump steak". Even the devs know it!
BUT THEN COMES WAGNAS
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with Munemasa Brewery DRAFT BEER. (RIP that poor butterfly during Dantarg's New Year's exchange with Wagnas...)
... Do the devs know???
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girl-drink-drunk · 7 months ago
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maybe i'm drunk on chocolate wine but men are literally so beautiful and also the chocolate wine has no influence on my opinion i am stating a fact here
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bibixpgames · 2 months ago
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I REALLY want to be able to show something today, but everything I have so far this week is either too WIP, not visual or not meant to be shown just yet due to being other projects and games, so I'm just feeling... (>д<)
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If you know what I mean. XD
I just want to show random stuff! V✪⋏✪V
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Also how I'm feeling. XD
HOPEFULLY I'll have something to show off tomorrow, I love throwing out my game things into the world, can't believe everything I have right now literally can't be shown yet! Especially the character stuff... :(
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flightrising · 2 months ago
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In case you missed it...
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Our Cyber Monday 10% bonus gems sale is on NOW until 06:00 server time on Thursday December 5, 2024!
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the-spoingus-show · 2 months ago
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my current project: jump forever!
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this is the first of those scheduled posts i mentioned earlier!!! i figured i would start by talking about my current project - that way i can start posting updates about it without confusing you, Michael. The next post is gonna be about the beginning of this whole Godot thing i've been on, and then i'm thinking about maybe doing a Before Godot post as a bonus once i've talked about all my godot stuff (i love saying this as if anybody cares (besides you, Michael)). setting all that aside, though: this one's gonna need some backstory, so you should buckle in.
around this time last year, me and my little cousin (he's still in high school, but we've always been pretty close) got really competitive about a little game called Jump Forever. it's a side minigame from WarioWare Mega Microgames (the GBA one) where you just jump over a little rope until you fuck up. it's really fucking fun as an addictive little mobile game, and with a quick lil emulator it was one. thus, the addiction began.
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truth be told, the phase last year didn't even last that long, but i had a long bus ride a couple of weeks ago and found myself opening the GBA emulator on my phone to pass the time. that led to a little bit of playing at home, which led to beating my cousin's score, which led to getting even more into the game than i was before. as our scores get higher, we've turned to better controllers than a phone touch screen for serious record attempts - i use a ds lite i had lying around (that i reshelled! it was very fun) and he emulates on pc with a controller (i think). this got me thinking about a potential "definitive edition" of the game - probably still on mobile, but with controller support, better touch controls (the game only needs <-, ->, and A!), faster resets, selectable skins, and maybe even unlockable skins? of course, when i finished my work on fnaf (ooh foreshadowing), my sights were immediately set on a Jump Forever remake.
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with all that said, welcome to the game as it currently stands! at the moment, i've got wario, the rope swingers, and the score all just about set up, with one exception; the characters have collision, the rope swings (at varying speeds, even!), and wario's speed and physics feel very accurate - but i'm still working on the ai (if you can call it that) of the rope guys as they walk back and forth. i want it to work exactly the same way as it does in the original but i always overthink random mechanics like this. hopefully the next update i give will be about how i cracked it! even if the implementation ends up jank, though, it wouldn't be the first: the rope guys check if wario is too close to them to make it over the rope with an Area2D that just checks for wario when the rope hits the ground. it works! i could just like check wario's position in the code (and it'd probably be way more efficient), but this way just... works.
i still have a buncha crap i still gotta implement before the game's even really playable - the walking ai, the title screen, the little "Ready?" animation, etc. - but that's only the beginning of my work. firstly, i'm probably gonna enlist chloe (oooh foreshadowing) to help me out by drawing some new assets (if she's free, it is finals season), and then changing the game's native resolution from 240x160 (the GBA screen) to something not fucking insane. i've got "reworking all the sprites into easy to read spritesheets" on my to-do list, and after that, making the new assets (and then maybe the skins?) will be as easy as drag & drop. once it's got the new assets and all the polish that needs to come with a shiny new resolution, i'm gonna transition into the next phase - researching how to release a game!!!
[hi, not to ruin my own amazing transition but: it's 5am and i'm running back to edit this because i completely forgot to mention that i have currently implemented a 2 frame input delay on all inputs, because that's how the emulator appears to behave when i go frame by frame. every single day i rethink this decision more and more. surely there's no way that's how it's supposed to be, right? but i feel so weird changing it now!!! i definitely fucking have to though. next time i work on it. ok anyways]
now. i've posted games to itch.io before. but even then, i kind of fucked it up (i could never get the resolution of my web games to work right???) - so it's no surprise i've always been completely daunted by the idea of "releasing a game". when you post it on real stores, that's when it becomes... real. i'm excited about the new challenges it'll pose, though! now, a mobile release means a couple of things - bite sized fun, simple progression, and fun customization. i've already got the first part nailed down, and i figured i could nail the other 2 at once with a currency system based on how many points you get (or maybe even an xp system? that goes up 1 for each jump? maybe even both???) and skins (purchasable with said currency) that let you customize the player, rope swingers, background, and maybe even the rope itself.
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pictured above is my stupid ass skins mockup (i literally just made this). the rope is rainbow, the background has a snow effect and a bunch of snow on the trees/ground (isn't it great?), wario is a lil version of the rope guys, and the rope guys have santa hats. i'm not sure how many different ropes you could really make with how i'm planning the rope to move, so i'll probably end up prototyping the graphics with chloe to figure out how to lay out the sprite sheets, and if they should actually have a seperate hand-grabbing-the-rope sprite for skin purposes. it'll definitely make things really confusing, but if i go for a mobile release i don't want to run ads, and so a currency you can buy with real money (and maybe one or two goofy supporter skins that cost real money, like a solid gold guy or something, as a form of donation) is a good way to make a lil bit of money from people who like the game.
all of this is fun to think about, but it's important to remember that the next thing i have to do is that walking ai. i've gotta Make The Fucking Game before i can do all this crazy other bullshit. i'm sure the ui design for all this is gonna be soooo fun, but i need a game to attach it to first :p
this went on reeeally long but i figure if this is a dev diary or w/e it's gonna end up running long no matter what, and the more info, the more i have to look back on fondly and say "oh shit, i know exactly when this was!", which is kind of the end goal of the project. of course, these incredibly long posts about shit that only matters to me are also incredible content for you, Michael, so i'm sure you're just eating this shit up. enjoy, you weird little man.
#game dev#jump forever#godot#yeah yeah i got some real tags too. just in case i actually need em.#also michael's still here. i think he's funny#it's only been like an hour for me soooo#remember when i said it was 1am in my first post? it's 4am now lol#i looove tags i love rambling under my post where people don't feel obligated to read it#nobody ask me why i have the stickmen swinging the rope instead of kat/ana like it is after you beat them#(he said as if anybody would've noticed)#i think the stickmen are so much more awesome and the fact that you can't get them back is SO FUCKED UP#and lowkey one of the things that got me thinking about Jump Forever Definitive Edition#kat and ana are awesome the stickmen just resonate with me deep in my soul#i'm not proofreading this i'm just hoping it sounds good. really putting the “diary” in “dev diary”#man. im so glad michael is the hypothetical ideal viewer. because that means he's reading all the tags too#hi michael! ur the best :)#scheduling this for saturday at noon (it is currently friday at 4:30 am)#i hope i get the chance to write the next one (about that 2D platformer tutorial!) before like. monday.#god knows i'm not doing my homework lmaooo#when's my next therapy appointment?#that's crazy deep lore we can't get into that on post 2 (honestly post 1)#but it's okay because nobody reads the tags#and that's not even considering that nobody is ever gonna read this post. ever.#besides michael.#but michael knows all about that ;)#or maybe he doesn't... and it's a sexy mystery?#my my i am such an enigma#okay fuck i can't keep adding tags i need to sleep#i really hope tags are collapsed by default or michael's timeline is gonna be in shambles
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wobblydev · 1 year ago
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Conlang Corner 12.25.2023
vocabulary will no longer include pronunciation notes. if this is annoying, let me know 🙀
send me a dm if you would like a calligraphy of your name in Fuss!
the conlang corner is updated every Monday!
https://ko-fi.com/wobblydev
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brightoakgame · 4 months ago
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Irregular Monday Update, Edition 16 (new, improved--and soon to be voiced...!)
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Good heavens, it's been...a minute since my last proper update, hasn't it? 😶‍🌫️ To start, I want to apologize for the prolonged delay and quiet! My family is in the midst of a long-process major move, uprooting from my beloved home state and preparing for new adventures elsewhere, with the big jump likely to occur sometime around the start of the new year. Most of the past year has been a series of small leaps from one lily-pad to the next in preparation for this, and it's only been within the last month or two that things have finally stabilized enough to allow for some progress on game development. ✨ (read on, MacDuff)
Which, of course, brings us to the first update: Tell It Slant!
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An Old Friend trash-talking Edgar Allan Poe in Tell It Slant
Tell It Slant is the game I had the joy of writing (and horror of script-coding) for this Spooktober! 🎃 Participating in a short jam project felt like the ideal way to get a little exercise in before launching headfirst back into Bright Oak, and I had the pleasure of working with a phenomenal, phenomenal team (directed by the wonderful E.C., with art by Jessey N. Droz, music by Senaeris, and a gorgeous UI courtesy of Remnantation, Windchimes, and vronfrog). There are over 270 entries this year--all free!--so if you're looking for something ~spoooooky~ to read this October, this is a great place to start! I'll be posting my personal shortlist of favorites in a few days. ✨
There are few teachers better than experience, and this project was no exception. Amidst identifying places I can improve (and discovering I am nothing if not consistent: there is less than 300 words difference between Tell It Slant and Burdock), something I found particularly striking was working with our remarkable, phenomenally talented cast of voice actors: CobaltKobold, Vanessa Benoit, and the inimitable Chase Via. I never intended for there to be voice acting in my projects prior to this, but after Tell It Slant, my previous works feel so...quiet. Moreover, watching the streams of Tell It Slant, I have come to recognize that having voice acting also adds a layer of accessibility that I'd really like to embrace going forward. Thus, after some discussion with voice director EeeCee and my personal security blanket Remnantation, we come to the next update:
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Burdock (revisited!)
Burdock was my first-ever jam project, made last Spooktober (alongside Butterfly Rocket Studios regulars Remnantation, John Åhlin, and Windchimes, as well as the talented ingthing). Rem has expressed interest in embellishing the art, and it feels like the best starting point for me on incorporating voice acting on a personal project. If you enjoy the work of our talented cast in Tell It Slant as much as I do, you'll be pleased to know that three of the Fair Folk in Burdock are likely to sound...rather familiar. For the rest of the troupe, I'll post a link to the casting call later this week. 💚 The re-release goal we're working on presently is this winter, ideally before the year end. ✨
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(I spy with my little eye...a Forster sibling dialogue from Act II! Since code tends to run off the page, here's a snap of the raw script instead)
...but what about Bright Oak?!
Bright Oak remains the big constant in my heart, and it is not exempt from this shift in perspective: it is now my intention to have Bright Oak also be fully voiced, with the exception of the main player character and their internal narration. What does that look like as far as the release timeline? Frankly, I'm not entirely sure yet. Given that I'll be getting a major assist on this from the talented E.C., I do not anticipate it to be of as much impact as the impending out of state move, however, and--depending on what avenue I end up taking to secure funding for this addition, whether continuing to work out of pocket or if I need to court crowdfunding--I do think the full game should be complete and ready for release within the next year. Even with all these twists and turns, I'm confident that in the end, we're gonna have something well and truly special, and I cannot wait to share it with you all. ✨
And that...is more than enough from me for today! Thank you all for your unswerving patience and support; I appreciate you more than words can say. 💚 B.
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