Paranoid Cactus

@gamecactus

Indie game developer based in Melbourne. I draw pictures and write code and compose music and stuff.

Joined August 2012

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  1. Jun 14

    I had a bit of a nostalgia trip and remade Digger for over the weekend. While we had a couple of other systems beforehand, this was the game we got when my family bought our first IBM compatible for Christmas in '83. Play it here:

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  2. Mar 27

    Making progress. Although it feels slow when a lot of work produces little visible impact. Did a major rework of the rendering system and map generator, and implemented 3D sprites, entities, collision detection, doors etc.

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  3. Feb 27

    Started porting my dungeon crawler over to Monogame so I could make it more elaborate and stop banging my head against the token barrier. Just got a first pass done on adding dynamic palettised lighting. Still needs some prettying up but it's generally working quite well.

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  4. 14 Dec 2020

    Happy 30th anniversary ! I started drawing this sprite a few months back with intention of making a fan game, but our little Doom remake ended up taking precedence. Maybe I'll come back to it some day.

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  5. 9 Dec 2020
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  6. 6 Dec 2020
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  7. 25 Oct 2020
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  8. 27 Sep 2020
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  9. 25 May 2020

    My game jam entry for is done and now available on at It took me only 10 days to make, it'll take you only 10 minutes to play.

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  10. 22 May 2020

    UFO Swamp Odyssey is my little atmospheric metroidvania entry for 2 days to go and it still needs a fair bit of level design to be done. It also might be nice if the game actually has an ending.

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  11. 7 May 2020
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  12. 22 Apr 2020

    X-Zero's animation system is coming along. I love the animation in Prince of Persia and Flashback and I've always wanted to have those kind of smooth transitions without sacrificing responsiveness. This ended up at 72 frames just for running and jumping.

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  13. 14 Apr 2020

    Full screen art test for X-Zero. Still trying to figure out some stylistic choices, but it's coming along.

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  14. 2 Apr 2020

    Enjoying the frivolous luxury of a 32x32 sprite with a 12 frame run cycle.

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  15. 31 Mar 2020

    A little mock-up to see what X-Zero could look like if I doubled the scale of the art. I've been toying with the idea of doing a more elaborate non- version of the game.

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  16. 24 Mar 2020
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  17. 22 Mar 2020

    Still very rough around the edges, but I now have moving platforms working properly in my proc gen map system. This took way too much effort for something so simple.

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  18. 3 Mar 2020

    Feels good to be making real progress on this game again. Added fancy floor tiles and finally fixed an issue that was causing frame drops with too many enemies on screen. Also added customisable palettes to my middleware tool which was a tedious blocker I'd been avoiding.

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  19. 16 Feb 2020

    Working on a redesign of the shop for my dungeon crawler. Still a work in progress Photoshop mock-up but it's getting there.

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  20. 17 Jan 2020

    Duke Nukem theme in

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