The holy mother 🙏

Not mine found this in a shop's Instagram on the island of lemnos

u/Roy197 — 16 days ago
▲ 5 r/ARPG

Classesless Arpg

What is your stance regarding classless arpg where every item you found is equipable and not guarded behind x class needed or requires x intelligence to be eqquiped.

Shameless plug I am making an arpg and considering going classless only think a class will change is base stats and skill tree placement similar to Poe

reddit.com
u/Roy197 — 28 days ago
▲ 23 r/boomershooters+1 crossposts

Mark of Cain - Summer Giga Patch

After 4 months a new patch for my game is here addressing of the past issues and also upgrading the custom level editor expirience the game is also currently -70% off at 2,33€

https://store.steampowered.com/app/3677070/Mark_of_Cain/

Here is what changed

STABILITY & PERFORMANCE

-----------------------

  • Save corruption protection, Saves now use atomic write (temp file + rename). No more lost settings from crashes mid-save.
  • Steam offline mode, Game no longer crashes when launched without Steam. Falls back gracefully.
  • JSON map validation, Broken map files now show a clear error instead of loading silently into a corrupted level.
  • Sprite mesh caching, Weapon and enemy sprites load faster with cached mesh generation.

GAMEPLAY FIXES

--------------

  • Crouch hitbox fixed, Crouching now actually shrinks your collision box, letting you squeeze through tight spaces.
  • Ranged enemies now push you, Getting hit by ranged attacks applies proper knockback direction instead of flat damage with no push.
  • Damage numbers fixed, Numbers no longer stay on screen for 9+ seconds. They now fade out after 1.5s with a scale punch animation.
  • Hit damage calculation fixed, hit() no longer defaults to 25 damage. Damage values are applied correctly from all sources.
  • Devil taunts no longer overlap, Dying twice quickly no longer causes Satan's text to turn into garbled overlapping mess.
  • Map reload after disconnect, Beating a level, disconnecting, and returning to the menu now properly shows all available maps again.

NEW SETTINGS & OPTIONS

----------------------

  • FOV slider, Field of view configurable from 60 to 120 in the Options menu (Controls tab). Default 80.
  • Sensitivity slider, Now has finer steps (0.0005) and wider range (0-0.2) for more precise aiming adjustments.
  • Slider value display, Sensitivity, Music, and SFX sliders now show their current value as a tooltip.
  • Raw mouse input toggle, Toggle raw input on/off in the Controls tab.
  • Screen shake toggle, Disable screen flash effects for photosensitive players.
  • Quit confirmation, Game now asks "Are you sure?" before quitting, preventing accidental exits.
  • Multiplayer pause, Any player can now pause the game (not just Player 1).

MENU & UI

---------

  • Keyboard/controller menu navigation, Start button grabs focus on menu open, allowing Tab/arrow key navigation.

MAP EDITOR

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  • Keyboard shortcuts: S Save map L Load map E Switch to eraser tool F Frame all content G Toggle grid snap + / - Zoom in/out 1 / 2 / 3 Toggle enemies / items / props layer visibility Ctrl+C / V Copy and paste entire floor Ctrl+Z / Y Undo / Redo
  • Zoom percentage, Floor label now displays current zoom level (e.g. "Floor: 3 | Zoom: 125%").
  • Save path display, Tool label shows the current save filename (e.g. "Tool: Tile Painter | Save: moctown.json").
  • Grid snap toggle, Toggle grid snapping on/off with G key.
  • Help popup, All shortcuts are now listed in the help menu for easy reference.
u/Roy197 — 28 days ago
▲ 41 r/gameenginedevs+3 crossposts

None of my friends understand what a DDA raycaster is, so I’m sharing my proudest dev milestone here. I built a custom 3D engine from scratch.

Hey everyone,

I’m currently building a custom engine from scratch for an upcoming unannounced title, and I just needed to vent some pure excitement to a community that actually understands what goes into this.

I don’t really have anyone in my immediate friend group or family who gets game development, let alone engine programming. When I try to explain how cool it is that I wrote a functional DDA (Digital Differential Analysis) wall-caster, built a dynamic static-lightmap system, or got Wolfenstein-style sliding mid-cell doors working flawlessly without a commercial framework, their eyes just glaze over.

But I am incredibly proud of this milestone. Going low-level, bypassing browser bottlenecks, handling texture strip allocations to avoid garbage collection stutters, and seeing a pseudo-3D world come to life out of raw math has been one of the most challenging and rewarding things I've ever done.

I just wanted to share this win with the people who know what it’s like to stare at a blank IDE and build a world out of nothing but vectors and arrays. Thanks for letting me celebrate a bit!

link to my other projects:
https://mangasmango.itch.io/

https://store.steampowered.com/app/3677070/Mark_of_Cain/

u/Roy197 — 2 months ago
▲ 5 r/SCP

Old-school doom graphics linear coop world with several scp encounters and npcs with coop in mind.

I have the skillset to pull this off and I love the scp lore.

reddit.com
u/Roy197 — 3 months ago