hobby-ish gamedev. This website contains my raw notes and documents my progress.
Im not sure what to do today. I want to do something, but I have not decided on a small project I want to work on. I guess as the webtest game on my site is unfinished this is the thing I will focus on.
Bahlgs game I tried yesterday was really fun. It was very simple, but I think the constant “number going up” and “dozens of effects per second” on screen hooked me.
A couple of hours later I was looking for a simple project to do. Vampire survivors clone does not interest me that much, and I need something very simple. Scrolling through itch gamejams I found this cute one:
https://itch.io/jam/summer-frog-jam-2026

And it starts in 3 hours! Theme is not even out yet, but I want to do something basic and frog related. Look how cute it looks.
So I sketched up some VERY basic mechanics:

This time I will focus on keeping it as basic as possible.
I found interesting sprites i want to use
https://toadgirl.itch.io/mr-and-mrs-dudeS

https://melloinc.itch.io/cursor-frogs-32px

https://caz-bee.itch.io/froggy

I wanted to edit them already, because i need a back view when the frog is jumping upwards. BUT, this will not finish the game at all. So I will focus on making the jumping mechanic first.
What do we need: Grid map, so that we can create a functional jumping system. The frog is only able to jump a specific distance. Movement is chess like. So it needs to be a grid.

As I drew this two ideas:
Animation imported. Now i need the movement. For that the level needs to be scaled based on the Sprite of the character. As I move from grid to grid, pressing once means moving one cell (or jumping multiple). For that we need a jump distance based on pixels.
As most people use 16:9 displays, I will go with: 320×180 or 640×360 All divide evenly into 1080p, 1440p and 4k.
320x180 seems perfect

So the creator of the frog defined the sprite as 32x32. I guess I will just go with that. But i scaled down the frog by 50% as the levels would be too small otherwise. There are other issues now though:

I guess this will end up being a status bar or something. Also, there will be a skybox? So I should not worry about that for now.
Nice basic movement works!

So as this is not a physics based movement (because i use the grid based system), I stripped myself of the ability to just use the jump animation and to let the jumping be done by the physics. As I am moving 32 pixels and my jumping animation has 6 frames, i could use 1 frame per 4 seconds. This could imply jumping? Or maybe thats to “strict” movement? Lets try it out.
Tween did the trick.

Also added tween TRANS_QUAD and EASE_OUT for better feel.
var tween = create_tween()
tween.tween_property(self, "position", new_position, MOVE_DURATION).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
tween.finished.connect(_on_move_finished)
Then used the https://pixelfrog-assets.itch.io/tiny-swords free assetpack to generate some floor tiles.
Final look (for today):

Things to add/check:
I am happy about the progress today. Also, as I just started, I wanted to invest a couple of minutes. I did not track the time, but it was about 2,5 hours. Did NOT feel that way.