Day 86: 2025/11/27 - 6h
Hooked up the settings to the things they can affect for what's currently implemented. Screen scaling works but I'll show it properly after some improvements.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Latest posts tagged with #Moonshell_Island on Bluesky
Day 86: 2025/11/27 - 6h
Hooked up the settings to the things they can affect for what's currently implemented. Screen scaling works but I'll show it properly after some improvements.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 85: 2025/11/26 - 6h
Finished up the Control section with animations & more balanced device-specific layouts & made settings persistent. All controls/settings not final. Will start connecting settings to things they can affect next time.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 84: 2025/11/25 - 6.5h
Improved the layout for the Keyboard control scheme & added descriptions. While the Gamepad scheme inherits this for now, I want to arrange it differently. Dynamic layout takes time, but future flexibility is worth it.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 83: 2025/11/24 - 4.5h
Started on the Control Settings, which swaps between control schemes depending on which device is active. Proper layout and descriptions to be implemented next time!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 82: 2025/11/21 - 7h
Added keyboard/gamepad controls and some quick SFX to the Settings menu, completing the main structure of adjustable settings on the menu side. Nothing is final at this point, of course.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 81: 2025/11/20 - 5.5h
Got the last option type (text slider) implemented, but it looks like I lost the % in percentage sliders. The language selection (subject to change) will require updating my fonts, but I'll ignore that for this sprint.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 80: 2025/11/19 - 5.5h
Implemented numbered range and percentage sliders as well as mouse input for these and the checkbox options. These options are subject to change and have no effect at this stage.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
A blue Journal menu appears over a night scene by Crabby's clubhouse. It's open to the General section of the Settings tab, where checkboxes for Screen settings can be toggled.
Day 79: 2025/11/18 - 5.5h
Just a still screenshot today, but I've started implementing interactive Settings options. The underlying logic for handling dynamic layout & option values is a puzzle, so these updates might get a bit dry. Bear with me!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 78: 2025/11/17 - 7h
Not much to show for this one because I spent more time revisiting the design for the Settings section than implementing it. Copied category list navigation from previous sections to get the ball rolling at least.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Pencil sketch of two realistically drawn hermit crabs wearing seashells as they are meeting a funny cartoon hermit crab wearing a slightly cracked mug. On the mug is written, "I (heart) Mom & Dad".
Here's another quick bit of old fan art for #Moonshell_Island by @goawayimcrabby.bsky.social. This is my interpretation of Crabby going home to meet his parents. In my AU, Crabby comes from a family of regular hermit crabs and he's only now realizing how he's become different from them.
Day 77: 2025/11/14 - 8h
Finished adding SFX and NEW stars to all relevant parts of the Journal menu, & implemented minor notifications for Diary & Quest updates.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 76: 2025/11/13 - 6.5h
CW: Repetitive SFX
Implemented Journal section navigation for all control schemes, added some quick SFX (not done yet), & improved data structures for menus & pop-ups - including the new one for unlocked Achievements!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 75: 2025/11/12 - 5.5h
Polished the Achievements section with "NEW" stars, a darker selected sticker outline, sticker collection scrolling and mouse navigation.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 74: 2025/11/11 - 7.5h
Started on the Achievements section, which has key/gamepad navigation & displays details of each achievement based on whether it's selected & unlocked. Unlocking achievements works too, but still needs a pop-up.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 73: 2025/11/07 - 6h
Finished up the Quest section with list scrolling for each control scheme, including wrap-around for keyboard/gamepad and mouse wheel scrolling. Onto the Achievements section next!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 72: 2025/11/06 - 2.5h
Added objective & reward checkboxes to quest details & a basic quest unlock/update event you can see me test when the menu opens a 2nd time. Note the checked boxes & new Side Quest added!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 71: 2025/11/05 - 6.5h
Got a good start on the Quest section, which includes cross-device navigation & shows the title & description of the selected quest under its respective subsection. More details to add next time!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 70: 2025/11/04 - 6h
After struggling 4 days to build my Journal menu with the AutoUi plugin, I'm starting over to build it from scratch with my own logic. It's going much smoother, and I've already built a navigable Diary section!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 65: 2025/10/27 - 7h
Now begins Sprint 4: Journal System!
Future Sam: The AutoUi plugin tested in this video is cool, but I decided not to use it after 4 days of struggling to build my Journal with it. Next post will skip to when I start over!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
We've reached the end of Sprint 3 of the #Moonshell_Island Reboot: Inventory System! Here is the showcase and devlog I made to celebrate!
bsky.app/profile/goaw...
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 64: 2025/10/09 - 7.5h
Finally wrapping up this sprint with one final touch - visual/audio cues for status effects! Now you can tell what effect is applied & how soon it will wear off. Much caffeine was consumed in the making of this feature!
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 63: 2025/10/08 - 13.5h
Fixed an object/scene item add error where the store-able quantity is only added to 1 stack (exceeding stack limit) instead of spreading out across multiple stacks with room. Also fixed partial pickups/leftovers I broke.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
A quick pencil sketch incorrectly labeled with an AI graphics filter. I am so sorry.
It looks like people love the little drawings I've made in honor of #Moonshell_Island by @goawayimcrabby.bsky.social !
So here is one that has never been shared publicly before! Why, what's this? It's powered by the latest technology from Nvidia! Amazing!
Day 62: 2025/10/07 - 11h
Polished/added SFX, fixed bugs, & now receiving items from objects doesn't show additional dialogue if the full quantity can be stored. Items are now added to any stored stacks with space before leftovers are calculated.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
A sketchy pencil drawing of three characters on a park bench: a bear, a young lady with her hood pulled up over her baseball cap, and a shark. In front of them, two large gourds dressed as the guards from Assassin's Creed 2 are looking around suspiciously.
Here's another quick #Moonshell_Island fan art drawing I did as a little tribute to @goawayimcrabby.bsky.social !
In a true asSAMsin style, our protagonist sits on a bench, keeping a low profile to hide from the armed gourds!
Also, @bjoern.neocities.org makes a cameo to bear witness!
Day 61: 2025/10/06 - 9.5h
Interactive objects/scenes now account for storage availability including optional partial pickups. Numbers are dynamically calculated & conveyed in text. Inventory math isn't mathing in all cases, so more math to do... 😵💫
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Illustration of a dramatic scene by a coast somewhere, of a young woman wielding two whisks as weapons sliding up to the edge of a cliff and getting ready to take on a giant duck monster which is currently attacking and being attacked by the young woman's hermit crab friend.
Throwback to my first and most ambitious fan art I ever did for #Moonshell_Island by @goawayimcrabby.bsky.social !
In this one, Sam and Crabby take on their most dangerous enemy yet! The mega-sized nomster known as the Mock Duck!
Are two whisks enough to take on this intense foe?!
Day 60: 2025/10/05 - 5h
Interactive objects/scenes can now add items to the inventory, but don't yet account for storage availability. I also adjusted popup readability & enabled quantity stacks of pickups, which reduce by how much can be stored.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 59: 2025/10/03 - 8h
Polished some minor details and added pop-ups for when special (tool/quest) or 1st time common items are added to the inventory. Will tweak the colours for readability next time.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
Day 58: 2025/10/02 - 6h
Started implementing item pickups, stack quantity limits, & logic for whether an item can be stored & where. If it can't be stored, it won't gravitate to the player or be picked up & will trigger an error notification.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker