July 30, 2025
fixed a bug where when you would press s or w it would crash the game.
why am i shipping this now when its unfinished? because i want to ship and re-iterate or wtvr the motto is. there is 1 playable level and i have the engine mostly finished so it should be easier to add content. im probably gonna regret shipping it now but i just want to ship it before SoM ends. thanks yall for putting up with this cringey obnoxious game and plz let me know if you find any more bugs. EXPECT FUTURE UPDATES IM NOT DONE YET
added a new level (for level 1), its not finished but at least i have a real level now! i also added some new decorations for the first world
GUYS I NEED YOUR HELP PLZ GIVE ME ENEMY IDEAS IM BEGGING YOU
Added a song for the level selector (self made, but no time tracking sadly)
added more polish to the level select screen
Was working on a plasma shader but it wasnt working right so i did more to the level editor, you can now select levels (i have them all set to the dev map right now) and they all have a name
Working on a level selector...
made it possible for the game to update faster or slower (freeze frames anyone? :3)
Made it possible to freeze the level and fixed a bug where the shaders would stack and stack up when you reloaded the scene, cleaned up some of my code
Got github desktop so i can actually do github right and not get banned lol, also fixed an issue where it would keep adding shaders every time you reloaded (by pressing R)
Been messing around with the shaders that will be used ingame, decided to have one when the player gets a powerup that makes them invincible and also a water shader simmilar to the og game for when the time starts to run out! also ive been making a better framework for parralax backgrounds, it should be a LOT easier to have a loog of cool backgrounds in levels now!
Changed the pixel rendering library i was using because it had more features. now i i have everything divided up by layers, so i have not broken shader seperating! also got the shader to stick to the game resolution.
made the shader seperated from the stat bar!
IM HAVING WAY TOO MUCH FUN WITH SHADERS
added a player HP bar, which was a lot easier than i thought it would be.
fixed an issue where enemies spawn in the opposite direction when you first load into a level. (even though they spawned right when you reloaded the level)
Added player damage, though i dont know how to make the player invincibility frames to look good
added a fun little animation to the boxes when you hit them for the JuIcE factor, also added a JuIcY stat bar (only shows score right now)
made an enemy system and made these.... mushrooms? obese nails? ninja cans? idk.
Ok im really overdoing it with the animations...
finally figured out how to add boxes like in smb.
ok no way i coded that in 7 mins lol, but anyways im working on a world map and thats been fun to make!
Added some parralax clouds!
honestly i cant remember what i did, i think i did some fixes with the camera, tried other camera libraries (didnt like em so i just kept using my own implementation) also im working on item boxes (which is suprisingly tedius) also i did som more animations
Finished basic player movement and map drawing/collision
made these juicy animations for the player, also im doing a lot for the engine itself to make it easier to make the game.
A game about a capybara getting back his stolen lameboy cartriges, i made a prototye for this in MakeCode but i decided to finish it plus use a different engine (Love2D ofc!)
made the code for all the minigames sandboxed so you (hopefully) don't have to worry about messing with any global variables in the engine!
IF ANYONE HAS IDEAS FOR MINIGAMES PLS COMMENT AND LET ME KNOW!
Did some tweaking with the boot intro, also changed the screen size from 160x128 to 190x128 because 160x128 was too small imo.
Working on a 🧃SUPA JUICY🧃boot screen! this is literally my favorite part of game dev XD
Did some cleaning up with the code, made it possible to have multiple minigames per round, and also wrote down the main game outline!
added some instructions on how to add your own game!
Added a game-selection menu with some JuIcY animations!
Trying out some other minigames (ok fine only 1 other one XD). so far it seems to be working with other games, but i guess ill find out once i try multiple minigames in one game.
Im working on a simple engine for making the minigames, its modular like i wanted but so messy lol
made simple game loading and a timer bar, nothing fancy in the video but i did a lot of work to make it as modular as possible so it should be pretty easy to add games :)
New name coming soon, just a silly kawaii warioware-style game which will probably involve gambling.
no video for now, i just keep having issues with switching from room to room and its really burning me out rn. im going to take a break and work on a different project for a bit and come back to it because for some reason that always helps me figure out whats wrong with my code.
Kinda figured out spawning the player in the right place when they go into a room, though there is a bug that when the first time the player enters that room it doesn't spawn where its supposed to (i have no idea why but im trying to fix it) also added some juicy transitions! (ignore the music im listening to in the bg)
I now have simple room loading, though it doesn't make the players position go where its supposed to go yet. honestly i feel like im just putting anything together without thinking about efficiency or anything. and honestly i have no idea how im going to make the players position go to the entrance when it loads a new room. :/
Added a camera system!
Added animations to the player! (which are probably my best player animations yet)
Added an NPC system! the text of each npc can be changed in the tilemap editor (imm using tiled!)
Added an actual player, also made a lil tune for fun!
Added a dialog system (which was actually pretty fun to make surprisingly) and fixed some things with the button system.
added a player system, and made it so that the spotlight/flashlight goes to where you click! (also got rid of the mouse effect)
ported my button library from cherrypop so it is better for general use not only in this game, but my other games in general.
Made it so it uses the gamestate system instead of just using love.load,love.update, and love.draw and also added a cool mouse (that looks like a cute paw!) make sure to look at the video to see the cool effect it does!
Added tilemap drawing and a SpOoKy limited range of vision (it was so confusing to add lol)
now i need to add a player next 💀
A silly game about a car (HAHA CAR NOT CAT) detective solving a mystery
Well, i added quite a bit after i shipped my project! added some more info on the sprite editor, added a proper pause menu (press enter on your keyboard or start on your controller), fixed some issues with the code loading removing lines, added 2 more items on the bar on the editor screens (the question mark brings you to the github repo which will soon lead you to the docs once i have those finished and the other runs the program), i also fixed an issue where the spritesheet on the sprite editor was drawn with an offset. i also added a few more chars to the font so you can see those!
wow... after just 4 days i went from having only a buggy broken sprite editor to THIS! you can now make you carts fully within cherrypop without using separate editors! why am i shipping this now instead of after the tilemap, music, and sfx editors are done? well i just wanted it to be usable when i shipped it. anyways ill add documentation very soon just not rn because im pretty tired. if you have any questions, bug reports, feature requests, or just want to chat you welcome to join me on cherrypop's discord server! (https://discord.gg/a3BahYbqMp)
make sure to grab a build in releases! (https://github.com/ShrimpCatDev/CherryPop/releases/tag/0.1)
Well... the code editor is fully functional now! i just need to add selection, copy and pasting, undo/redo, and syntax highlighting! (please let me know if you know anything about making syntax highlighting i would greatly appreciate it). i haven't uploaded it to github yet though because i don't have custom error handling yet so if there is an error in your code it will crash the whole program, making you lose everything you didn't save 😭. well i think that's all, make sure to follow to see more updates! (now i sound like a youtuber lol)
Welp, its only been one day and I've made another devlog!
Added a bar that's present across all editors (also added more, only the sprite editor is usable) also cleaned up some of the code and added comments! i can finally read my own code again! i would really appreciate if people tested it out and tested for offset issues with the ui elements because that's been a problem before (but not on my pc lol) I'm super excited to actually make progress for once XD. next stop, making the code editor (which i don't know how ill make)
Hey! this is my first devlog on here so i don't really know what im doing 😅
I've been working on this project for a while now. it has a 128x96 screen, 16 colors, a 64kib RAM, lua for scripting, and all editors built-in! (though most of them havent been added yet XD) i hope to have it so its a mix between PICO-8 and TIC-80, because i think PICO-8 can be too limiting but TIC-80 isn't limited enough. its definitely been a little... interesting using such a high-level language like Love2D but at least things like script running and sandboxing are already done for me.
This was widely regarded as a great move by everyone.