aaron-tamarin
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aaron-tamarin.bsky.social
aaron-tamarin
@aaron-tamarin.bsky.social
Sometimes the fire towers put on a show 💪 #towerdefense #fire #godot #solodev
November 2, 2025 at 4:52 PM
Just about finished with adding a randomized level (Dark Lands) to Elevation - just need to finish some playtesting and update Steam! #godot #screenshotsaturday #gamedev #towerdefense
October 25, 2025 at 4:09 PM
whooa... trippy shaders... not mine, just thought it was cool and colorful and wanted to pass along the vibe 🫠 - www.shadertoy.com/view/ttlGDf #shaders
October 23, 2025 at 12:19 AM
New levels demand new enemies... Ladies and gentlemen, I give you Sludgie, the crawling fatberg of Elevation! Shall we keep him in the game? 🤔 #screehshotsaturday #godot #towerdefense #solodev #gamedev #fatberg
October 11, 2025 at 4:17 PM
Working on completely generated levels using noise maps - you have to watch out for "islanding" which messes up pathing (in a TD game, broken pathing is a broken game). You have to play around with the noise parameters a lot to ensure map cohesion #screenshotsaturday #solodev #gamedev #godot #noise
October 4, 2025 at 4:49 PM
One more AIBlocker test - www.golden-tamarin.com/ai/testf1/ - this is a WebGL export of a single scene godot project that uses a single Rich Text Label to display some Alice in Wonderland as text - neither CoPilot nor GPT can summarize the URL. Godot as a website management tool seems to block ai.
September 18, 2025 at 11:46 PM
Setting up the Steam page - release time is coming up! Here's my first take on a trailer (cause, like, you need one for your Steam page along with a lot of other stuff🥴). #towerdefense #solodev #godot #gamedev
September 7, 2025 at 6:21 PM
One last #aiblocker demo with an instructional overlay and final decoding to html-ized content with an image. Going to pause on this to finish out my game app, but I can totally see how this and other techniques could be embedded into WordPress and other CMS systems.
August 30, 2025 at 3:44 PM
#aiObfuscation test 3 - replace the with just tapping or clicking the text until its decoded - only takes 1-5 taps - works waaay better than a UI controller on mobile - now I think it just needs an instructional overlay and a test embedding in a full-out normal webpage. #aiblocker
August 28, 2025 at 11:06 PM
To be clear - the encryption is set server-side - the HTML source is encrypted - the page literally doesn't know the decryption key, but the possible universe of decryption keys is simply an integer from 0-5. GPT and Copilot are sufficiently confused.
August 28, 2025 at 1:24 AM
Second experiment in masking content from AI - text content is sent from server encrypted with a really basic key (like "1" or "2") - user is given a slider that functions as the input to decrypt and can visually see when its correct #noAI #controlAI
August 28, 2025 at 1:20 AM
Trying something I've been thinking about - you can make a webpage that looks perfectly readable to humans, but AI cannot understand. By taking all the letters in text and assigning them coordinates and then randomizing the sequence, it throws AI on a tangent #noAI
August 26, 2025 at 1:27 AM
FPS vs GPU - I had assumed that a good FPS was light on the GPU, but this isn't true. Good FPS means lots of quick frames, but you might be railing your GPU (needlessly?) with lots of quick frames that max it out. #gamedev #godot #solodev #performanceengineering #fps #gpu
August 24, 2025 at 3:05 PM
Discovered a memory leak in my app this week - going from level to level a certain amount of objects were not being cleared out. (a small thread) #solodev #screenshotsaturday #godot #memoryManagement #gamedev
August 9, 2025 at 4:14 PM
I try to give each level its own biome with distinctive gameplay differences - in the sky level, you get a moving base to defend - this makes the enemies chase after you, but also means there's no classic choke points and you're surrounded😬 #screenshotsaturday #godot #solodev #gamedev
August 2, 2025 at 2:24 PM
Thought this came out nicely - landscape changes with navmesh rebuild (navmesh debug on in this vid). The landscape greatly affects the flow of the enemies, choke points, distances, etc... #gameBalancing #screenshotsaturday #indieGames #solodev #godot #towerdefense
July 27, 2025 at 4:40 PM
Life can be tough for a new tower just getting started - sometimes it feels like the whole world is against it. To help out, here's 10 seconds of impenetrable shielding, so that new towers have a chance to succeed. #towerDefense #screenshotsaturday #godot #solodev #gamedev
July 19, 2025 at 3:56 PM
Ah! The ol' "Maybe one maxed out tower can win the whole game" strategy 🫠 Still balancing the levels and difficulty levels - still trying to see if "hard" is too difficult, but its close. #screenshotsaturday #towerDefense #godot #solodev #gamedev
July 12, 2025 at 3:37 PM
TD games have a lot of points to balance the game: not only life levels and damages of enemies and towers, but the routes the enemies walk, the positions of spawn points and towers, the budget increments, the size and composition of waves, even the delays between waves 🤯 #godot #gamedev
July 2, 2025 at 12:10 AM
In Elevation TD, there's a "script" the controls the timing of when enemies are added. Its a CSV file that shows game time, # of enemies, and enemy type or message. I created what I thought was a reasonable file and now I can't beat my own game 🤬 I clearly have some balancing to do. #gameDev #godot
June 29, 2025 at 3:01 PM
Messing around with tower levels last week made me realize i should let the player contribute more to the upgrade path they want - this was all driven by settings in the code so it wasn't that hard to build a UI around it😀 #godot #screenshotsaturday #solodev #gamedev
June 21, 2025 at 4:54 PM
Testing out some jacked-up towers using way more shots than I originally thought. So you increase the shots, increase the enemies to balance out, before you know it, the battle sounds like popcorn popping! 🤔 #screenshotsaturday #godot #solodev #gamedev
June 14, 2025 at 6:33 PM
Here's another good visualization from #godot 4.4 camera controls - when off-screen, enemy characters have very coarse-grained movements to keep them positioned correctly while saving on FPS. Moving into the camera's frustum triggers smoothed animations. Here's the exact transition spot.
June 8, 2025 at 2:20 PM
Upgraded to Godot 4.4 - Elevation TD generates the final visual of each level so I've never actually been able to see a full rendered level in its entirety all at once, until now with the in game camera control 🤯 Thanks #godot! This will help.
June 8, 2025 at 2:02 PM
Redoing enemy spawn points and visuals - old ones were pretty bland. Now they look better and there's more of them! #screenshotsaturday #godot #towerdefense #indiegames actual #solodev😬
June 8, 2025 at 12:03 AM