
About MOTLEY PIXELS
Motley Pixels is the psuedo-game-company name for Leo’s game-making psuedo-business. Motley Pixels makes a variety of games, for a fairly broad audience, not sticking to specific niches necessarily, but aiming for more of a “fun-for-all” approach. That’s the plan so far anyway. Sometimes I do game jams, where all kinds of concepts get attempted. The goal is to make games and release them on major platforms, Steam notably but others would be nice as well.
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Hello from Hestia Control Panel on Linode!
This blog has been tediously transferred from WordPress.com to my self hosted Hestia Control Panel server on Linode. You might see some bugs, missing images etc, but hopefully it works.. Now I don’t have to pay as much per year in theory, but I also have the ability to host websites for others.
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Gravity Flux AI and other stuff
Life can be quite random, ie big fluctuations in work and income. But one thing remains consistent, game dev. My blog has been very quiet this year, due to disruptions such as moving house. But I am starting to get back into the jam of making games again.
Gravity Flux AI Update
One common bit of feedback I got from Gravity Flux, was that playing the game by yourself isn’t much fun. So I thought I would add a simple AI bot game mode. Not using LLMs of course, that’s technical overkill. I am currently writing a simple AI player class that very simply follows the player and other AI bots around and shoots at enemies. Each AI has slightly different characteristics, like aggressiveness and jumpiness. It’s coming along well as you can see in the video above. I’m also going to give them speech lines to speak while in game, and if that works out ok, I might pay a voice actor, which seems a bit out of place, but could make the game feel more alive. With some luck, this next major update should be out before the end of the year! Stay tuned.
No more co-working, just adaptable schedule
I used to organise a regular in person and then online co-working session with the Tas Game Makers. That was a pretty good way of staying focused on the game and putting aside time for it. I may run another in person co-working session one day. But for now, since my availability is so random on the weekend, I’ve taken a different approach of just finding time for the next game dev session. For example I’m often, but not always, free on a Monday and Wednesday night. So I’ve been making use of those time slots. And making good progress! it doesn’t feel as structured and reliable as weekly or monthly, but it’s working okay for now. As said, I might run another in person co-working session(s). Though turnout has been extremely random, despite the regular cadence.
Other games
Wizards with Rockets has been shelved again for now. After trying to apply for a grant to pay for some time to work on it. Not to get upset about it, but the application wasn’t successful. Which is absolutely fine, because it kind of gave me some clarity for what I should be working on. Which is the low hanging fruit with higher impact, such as Gravity Flux patches. I’m also planning a new game, a narrative prequel to Wizards with Rockets, which I hope to utilise Yarn Spinner, made by a local Tasmanian game company. So that may help with a grant application, but also for getting assistance in making a (more) successful game. I’ve got a few games in the works, and planning stage. Always something to work on.
Other game related stuff
Sadly this year I won’t make MIGW due to financial reasons. I have to keep a pretty tight budget on everything. I’m guessing that next year might be more suitable. I’ll likely have a new patch for Gravity Flux out, and the rumor is there will be another Level Up Tas in 2026. So skip this year and focus on industry stuff next year. I really want to do another local game jam, any time soon, as do a few others I suspect. But, the Tas Game Makers board just seem to have difficulty finding a venue. If you want to do an online jam there are always options on itch.io for example. This is a call for help for anyone who can offer us a free venue for a game jam! Even just for the start and end.
Shout-outs
Big shout outs to to new released and upcoming games made at least partially by Tasmanians.
Lighthaze World
I’ve been following Ant’s and Radiobush’s progress for a while on the game. They have been very vocally promoting the game on social media, trade events and their Discord server, which currently has over 350 members. Anyway their game is out now, a casual/cozy 3d puzzle game. While Ant, the lead developer does not live in Tasmania, other developers do. And the game features some Tasmanian elements. WordPress doesn’t want to create an HTML embed! A link will have to do.

https://store.steampowered.com/app/1747190/Lighthaze_World/
Nullstar Solus
Launceston Tas Game Member, Dean has been quite a busy game maker, where him and I released a game somehow on the same day in 2022, ShapeVS. Before that I believe he was quite active in the local gaming community, hosting various competitive gaming sessions such as Smash Bros. I’m a big fan of any kind of games that bring people together in the same room. Although perhaps the Internet has killed that a bit. Anyway, Nullstar Solus is a highly polished 2D skill-based platformer where you play as a ship that has to get through levels, akin to Super Meat Boy. My guess is it will do okay, Dean has been very on top of the whole game making process, including marketing, getting the game into the right places.

https://store.steampowered.com/app/3094210/Nullstar_Solus/
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Survey Time!

Hello all!
It’s been a while since my last post, sorry about that! Life gets in the way and all that. But I am currently trying to find time for game dev again, and other side projects, which bring me joy.
It’s my intention to release a new update to my game Gravity Flux when possible. I am working on a single player mode with AI bots. Not that kind of AI, they kind that tells you you should eat rocks for the nutritional value. The hand coded kind that is probably not any better. But hand coded.
I want to personalise the bots a bit, with names, unique behaviours, maybe hats, maybe speech or noises.
If you would like some input on the names at least, I’d be appreciative of it! For those playing single player, I thought it would be nice to have some content be from other humans than just me. It might make it feel a little more alive.
Here is the link to the form:Â https://forms.gle/RhTUhsBVMS3zDQ4v9Â
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I Leveled Up at Level Up Tasmania 2024

I attended Level Up Tasmania 2024! Game developer showcases are quite common around the world, for example PAX Australia and The Game Expo and other larger ones such as GDC in the US.
It all started with The Liberal Party uncharacteristically giving the Arts Lots of Money to Screen Tas who then had the great idea of running a mini showcase, among other exciting plans. There is no doubt that video games are a big industry that’s ever-growing, and funding game makers in Tasmania is smart, because it encourages us to stay here in Tasmania and make said games. Thus boosting the economy in the long term. TV and film seem to be a struggling (but well established) market, especially internationally, however many Australian games have become big international hits, such as Hollow Knight, Jetpack Joyride, Untitled Goose Game, Golf With Your Friends and of course all the games from Giant Margarita. There have been “AAA” studios operating in Australia in the past as well, but many have sadly closed down. Maybe that will change, maybe they will come to Tas!
The event went from Friday the 27th September to Sunday the 29th September. I bumped in on the Thursday morning, I think I was the first person there at Princess Wharf shed number 1. Meeting with Oli from Screen Tas, the man running the show mostly. I brought all of my stuff in a sports bag, on foot of course. They provided 24″ monitors for the stalls, up to two each which was nice. Some feedback I have was that the monitors could have been bigger, but I guess it’s good that we got one at all, apparently you don’t get one at PAX, which is a big problem for those traveling outside of Melbourne. Of course everyone there was from Tas but still, I am a big fan of public transport, so it’s much appreciated.
The Friday was of course a working day, but a few did drop by, including my friend Paul from the office (Enterprize) to check things out. With a lower amount of numbers I could freely check out the other stalls a little and see what others had been working on! There certainly is a lot of talent here, not bad for the first year rounding up all the game makers in Tas. I am sure there are others out there who might come along next year. The main game I had on display was the game I release on Steam, Gravity Flux. I bought some USB retro SNES controllers, and installed Bazzite Linux on a refurbished HP small form factor PC I bought a while ago from Reboot IT. Being a 2D game, it can run on a lot of hardware, on Windows and Linux. It worked pretty well, just the same old bugs came up, which I have written down and plan to fix at some point. Friday ended with some beers and food at Manky Sally’s with some of the industry veterans and Ruby the Mini Chihuahua (not a veteran yet, but will be).





Saturday was the big day, starting at 11am, through to 3pm. It wasn’t long but did feel like a long time. I got there around 9am, early like before and the second person there, after Ben, who was showing Art For Snakes – a 2D game where you are a snake that has to eat artworks. Admittedly, his stall got a bit more activity than mine, which is fine I was just glad to be there! And mine on the bigger day Saturday, rarely had a quiet moment until later in the day. Over the two days, it was quite refreshing to see new people other than my closer friends play the game. Most enjoyed it, some struggled to get through the menus, but most once when in game picked it up pretty quickly and had a good time. Some said it was nice that it was one of the simplest games at the showcase, something that everyone could play, young and old. It was nice to see younger kids and their parents playing together. One kid said something like, this will be the first game I play next time! I did see some bugs, and some gave some feedback for new features. One issue with the game is that you do have to play on a PC with controllers connected. It’s not a common setup, unlike with consoles. Maybe one day I will port the game to Switch, Xbox, Playstation. It is possible via third party companies (Godot). But being so busy I will have to do it in the future. Not many, but some did play Wizards with Rockets I had on display, and I did some live code fixes to make it stop crashing. My parents dropped by, and my good friend Bruno who is a game developer for a living (living here in Tas). Several other people I knew dropped by. I understand not everyone could check it out, and some of my friends who wanted to go couldn’t make it sadly. Next year! I will sacrifice my energy levels for you again! Friday ended with beers and food at Hobart Brewing Co. More industry veterans and some visitors from the mainland were there (eg. Screen Australia). A big table outside in the decent weather. And Ruby the mini Chihuahua again. She apparently had a good sleep afterwards.






Sunday was the Industry Day. At the Theatre Royal. It is a pretty lovely old building, I’ve been to a few times in the past, such as earlier in the year for TEDx Hobart. Talks from the game developers, Secret Lab and Radiobush. Secret lab discussing their origin story, on how they were lucky to be one of the first game developers for iOS, being flown over to the US for free and meeting lots of interesting people. Transitioning from little indie games, to book publishing, to making Yarn Spinner, and now helping with making bigger games. Secret Lab are a force of nature down here who have major connections, but also contribute to open source which is very wholesome. Really, choosing to live here in Tas as opposed to the US is very wholesome, turning down fame and money for the quiet lifestyle in Tasmania with friends and of course the impressive Tasmanian wilderness. Then Radiobush, who discussed their origin story, coming from being a miner in rural Queensland, having an accident and deciding to pivot to game making. I can kinda relate, having a health issue in the past that lead me to setting some goals in life to achieve, like working for myself and making games. Radiobush are a bunch of three, notably Anthony the guy who I’ve seen from the Internet. His talk was quite inspirational, and subtly hinted at suggesting people to add more of Tasmania in their games. Okay! I’ll try to. Then talks from Screen Australia, who talked about all the grants and who was applicable. Basically it sounds like they’re looking for original ideas over more mainstream commercially viable ones. The weird stuff. Which is cool because I don’t think I will be (very) commercially viable for a long time. And coming up with original ideas is more fun. Summerfall gave a talk about their game Stray Gods, about the challenges to get the game funded, having to reduce the technical scope of the game then luck out with a particular publisher who believed in them. It was a privilege to have Jacob Janerka and Josie Fletcher talk comedy in games. Jacob talked about how he can never make a serious game again, how his friends didn’t find his games funny (but the Internet did). Josie talked about the experiences being a social media manager for Cult of the Lamb and dealing with Internet fame/infamy. Being funny and viral on the Internet is certainly a good way to promote your game.
At the end of the talks we gathered around for free drinks and some good networking. I was a bit stuffed by then and my social battery was low of course but I did chat a bit with Anthony from Radiobush which was nice to meet him in person after some interactions online. Jason Imms won the T-Posie award for Leadership and Excellence in the Tasmanian Video Game Industry. Which is pretty much the most significant award to be given to someone in the games industry here in Tasmania, from within Tasmania. He was quite emotional, understandably. Nice to see him recognised. Being one of the main people behind starting Tas Game Makers (previously Tas Game Developers Society), he deserves an award. Bringing the community together here has been quite beneficial and for me at least, gives me motivation to keep working on games. I might have given up by now if not for Tas Game Makers (says thepreachers board member I am).
Then we walked (and I rode my e-bike) to and had more beers and food, for the 3rd day in a row. I was really feeling a bit weary and socially empty but I have this weird habit of persisting despite that. I got to talk to Jacob Janerka! And a little with the board about upcoming events. It’s quite possible I will be either Vice President or President of Tas Game Makers.. Nothing concrete but it’s possible. Being on a board is always a challenge, as it is voluntary most of the time, and having responsibilities of sorts is difficult to try to do your best but also not do too much while you have other life responsibilities (in my case, job, hobbies, projects, social life and looking after myself). But I think I have more flexibility than most people.
Overall the 3 days was exhausting, fun, inspiring, motivational, social, friendly, supportive, and a very healthy thing to happen for us game makers here in Tasmania. It’s always difficult for governments to decide where to spend money, and I could understand the lack of funding with other areas of society needing support. My feeling is that they want to see another industry being built, supporting jobs and employment. This has been thanks to the efforts from Secret Lab, Screen Tasmania, Jason Imms, and likely others I don’t know about. Campaigning hard to gain support. We’re not sure how long this support will last for. To really help build the industry/community here, we will need support in the long term. It takes time to make games, and there are currently not many major studios down here. But, regardless of government support I believe it’s always possible to gain some success, which is something I am working towards.

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Level Up Tasmania Showcase and General Update September

Level Up Tasmania is an exciting event for game makers and players, coming up soon here in Tasmania. The games industry has been fortunate to receive some very healthy funding from the government to support this event, and the lovely folks at Screen Tas have been working on this to make it happen. My game, Gravity Flux will be on display for the general public to play. This is a very positive development for the games industry in Tasmania, which should send waves in the game making community to perhaps encourage people and teams to make (and importantly ship) more games while living here in Tasmania. I have heard that there are others outside of Tasmania making the trek down here to participate as well. For all my Tasmanian friends, your attendance would be helping “send waves” in the industry to help game makers like myself continue to make and release games. I’ve got some merch made (to give away for free), and I will set up a PC with controllers to play my game. Being a local multiplayer game, the public will be able to play it. I’m also curious to see what other games that Tasmanians have made! Hopefully I will get a break to check them out.
My long term goal is to make games and earn passive income from it, because the fixed hours life can be a bit mentally exhausting and more than anything I enjoy the flexibility to context switch between my interests, to keep progressing my projects and skills, including game development and my other interests. So I’m jumping on to the recent healthy developments in the games industry in Tasmania to support my long term goals. It would be nice if some of my other interests (such as electronics) could be supported, but it seems that’s unlikely. So I shall have fun focusing on making games going forward!
In my gamedev developments since my last blog post, I participated in TasJam 2024 and made FPS Fanatic, a first person game where you follow the main character around and score points based on how well you capture the gameplay. Screenshots below:



I really like to just have fun at game jams, I’m not trying to make the next Sim City, I just want to make something I can laugh at or help me develop new skills I can use in future.
I am aiming to complete and ship Wizards with Rockets on Steam in the next 12 months or so. To do this I have been battling against the universe to find time to work on the game. So far my plan is to use my spare time, such as Tuesdays at Hobart Makers, and Fridays at the end of my working week, when I don’t have other client work. Managing my schedule is tricky but I have been slowly improving it. I will also have to severely limit the scope of the game. I had some creative ideas to add a fleshed out singleplayer campaign with story, or to make a battlefield-style game where you have to capture the enemy base(s). But to get this game done before I start growing grey hairs, I will make a fairly simple game where you just progress through some different themed levels, just kill the bad guys to get to the end. There will be some dialogue and perhaps simple animations, but nothing too fancy.
The games I make after Wizards with Rockets are the games I intend to focus more on graphics, animation, sound, music, story, game mechanics etc. Using likely Godot engine for everything because I’m quite familiar with it now. I have been talking with an old friend of mine about making a science fiction/fantasy first person shooter/puzzle game set in the 60’s-70’s where there are wizards. I still want to make a 3rd person stealth action game where you play as a sentient robot. And I would really like to ship some kind of mobile game for the sake of having something on mobile to show off.
Overall, my game development “journey” is continuing on as before, I just need to find more time to work on things. A lot of things are competing for my time, such as social events, paying work, and my other interests. I might apply for a grant to support my game development but I will have to give that idea more thought. Luckily there are grants available now! with Screen Tas.
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Happy Holidays
I guess I can’t leave 2023 without some kind of wrap up for the year! Despite the lack of posts, I have been busy working on game development since my last post.
I have been running the weekly online co-working sessions on the Tas Game Makers Discord server, with a few other regulars. Slowly making progress over the year.
Some of the features and fixes for Wizards with Rockets
- Added and fixed player, AI and NPC shadows
- Added dialogue boxes with prompt keys
- More impact and death sounds
- Different colour enemies
- Freeze ability! slow down enemies
- Rocket smoke particles
- Separate hat from player and enemies
- Friendly NPCs with dialogue boxes
- Credits on main menu screen
The last bulk of work has been implementing the gamepad/joystick support, which is turning out to be more difficult than I imagined. It will take some time, especially with the fact that different gamepads map to received button numbers differently.. an issue with Allegro 5, not that great gamepad support as far as it seems. And also adding the ability to interact with each menu item, particularly settings with lots of options to tweak. But, the goal is to have full controller support for Steam.



In other Leo news.. I have started working more hours for one of my clients, so, that means a little less time for game development, but all going well I will still keep running the Monday night co-working sessions through 2024. And keeping progressing Wizards with Rockets until it eventually is ready for release! I am hoping it will be in later 2024 but don’t hold me to it.
My plan for the holiday break is to just take it easy, not do too much. Recharge and relax mostly.
I hope you have a nice time off over the holiday break, and Motley Pixels will be back in the new year!
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March-April Update
I’m definitely losing some energy for my gamedev stuff, after hitting that last milestone of adding 8 player support to Gravity Flux for Windows. But I’ve been doing a few little things:
- Added shadows to Wizards with Rockets
- Learning Blender
- Recorded a video of me making a model in Blender
- Made a little new demo game for my “Sentience” game with Godot 4
- Created a YouTube channel!
Shadows in Wizards with Rockets

Yep, as it looks. I am trying to speed up this game and get it released (at my own rate, no rush). So instead of my plan to do this sort of thing with shaders, I just used a simple semi-transparent sprite underneath the character. In C, I’m treating each C file like an object (My brain likes OOP a bit) so I’ve got a
character_shadow.candcharacter_shadow.hfile which handles drawing the little shadows on players. The files contain an array of positions where to draw the shadows.Blender Stuff
I’ve been learning Blender from the course on Udemy from Gamedev.tv called “Complete Blender Creator: Learn 3D Modelling for Beginners“. It’s good. I think my learning style is different to this course-based learning but it’s thorough and fun.
I made this stuff:

The first chapter model

Just a little robot I made. Here’s the video I recorded: https://www.youtube.com/watch?v=tULnx5yk0oE
Sentience in Godot 4
The next big game I’m working on is slowly in development. I had to upgrade to Godot 4 which needs a new Trenchbroom/Quake map loader, I used godot-tbloader. I also used a third person character controller from GitHub to control the player in the little demo world. I managed to get physics objects importing from the Trenchbroom level as well.
Here’s the demo:
YouTube Channel
Yep, I set up a YouTube Channel for Motley Pixels! Check it out, please subscribe!!
https://www.youtube.com/channel/UCguxHkHFJEvDNoX-fKDo0Pw
What’s next?
There’s a game jam, Linux Game Jam 2023 (May 27-June 6) which I am intending to participate in. This will set back my other gamed stuff, but I should push out a nice Linux game for the world. Yay.
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More than 4 Xbox Controller Support in Windows in Godot Engine – How To

For my February post, I’ll be writing about supporting more than 4 Xbox-style controllers in a Godot game.
Summary
The solution I’ve found to get more than 4 Xbox-style controllers to work, is to force Godot Engine to use the “DirectInput” API to handle controller input. By default, Godot uses “XInput” which has a hard-coded limit of 4 controllers. Maybe that’s to stop people from plugging more than 4 controllers into Xbox’s and developers to unofficially support it. Who knows, it’s a silly restriction. So we have to modify the Godot source code to downgrade to DirectInput, which has less features (you can read more here: https://learn.microsoft.com/en-us/windows/win32/xinput/xinput-and-directinput) All I need is thumbsticks + dpad + primary buttons so it should do. If you need any of the features of XInput (like separate trigger inputs) and more than 4 controllers, unfortunately you’re out of luck (Linux users however don’t have such trivial limitations). Then build Godot from source (this isn’t as bad as it sounds, but not great I’ll admit – at least we have this option, unlike other game engines).
Pre-requisites
To do this you’ll need some familiarity with the Windows command- prompt and a little experience coding would help.
First Step – Get Godot Source Code
To get Godot to utilise 8 controllers, we’ll need to modify the source code of Godot Engine, then build it using it’s relatively simple command-line build system. I won’t waste time re-writing the instructions from the Godot documentation site – here is the link: https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_windows.html. I’d recommend using the “scoop” tool. Update: due to later needing to build export templates in 32bit and 64bit, I was having issues with MinGW in 32bit, so I tried Visual Studio and it worked fine. So I’d suggest Visual Studio to minimise future problems. A big download, but free and worth it to make things work better.
Modify the Source!
Using your preferred text editor, look for the files in
platform/windows/joypad_windows.cppandplatform/windwows/joypad_windows.h.In joypad_windows.h, modify the line
#define XUSER_MAX_COUNT 4
To
#define XUSER_MAX_COUNT 0
Update: To make the compiler happy, you’ll need to change the following line (around line 126):
xinput_gamepad x_joypads[XUSER_MAX_COUNT];
To
xinput_gamepad x_joypads[4];
This will not let xinput take over the input of the controllers. If you thought like me, why not set it to 8? It’s because the proprietary “xinput.h” has a hard-coded limit of 4 controllers. However that alone isn’t enough. The code in
joypad_windows.cppwill pick up that the controller is an Xbox controller and try to use XInput, but the limit is now 0 so no Xbox controller will function. Injoypad_windows.cpp, modifybool JoypadWindows::is_xinput_device(const GUID *p_guid) { static GUID IID_ValveStreamingGamepad = { MAKELONG(0x28DE, 0x11FF), 0x28DE, 0x0000, { 0x00, 0x00, 0x50, 0x49, 0x44, 0x56, 0x49, 0x44 } }; ...And insert the line
return false;so it looks like:bool JoypadWindows::is_xinput_device(const GUID *p_guid) { return false; static GUID IID_ValveStreamingGamepad = { MAKELONG(0x28DE, 0x11FF), 0x28DE, 0x0000, { 0x00, 0x00, 0x50, 0x49, 0x44, 0x56, 0x49, 0x44 } }; ...Combining these two, it will force all controllers to work as DirectInput and not allow XInput to take over any controllers. Thus, with the higher limit of DirectInput controllers, you can now have 8 (or more – up to 16) controllers!
Build Godot
Using the link above, build Godot with
scons platform=windows. It will take some time, depending on how powerful your processor is. On my home AMD Ryzen 5 5600G, it took maybe 10-15 minutes or so. The resulting Godot executable will be in thebindirectory. It should just run.I could distribute my executable, but I don’t have the tools set up for signing executable files to be safe for distributing. But the steps in this tutorial shouldn’t be too difficult, especially if you’re a programmer.
Now, you should be able to plug in and use more than 4 Xbox controllers in your Godot game! (With the previously mentioned limitations above).
Motivation
I designed my game, Gravity Flux, to support up to 8 players. But when submitting my game to Steam, I didn’t check if I could actually use more than 4 XInput/Xbox controllers in Windows! Oops, slight oversight. Steam’s tester
monkeyspeople told me that the full 8 controllers didn’t work (despite me checking “Full controller support”). Odd that they actually checked that. Maybe it was a robot/script that checked it, but how could a script recognise how to play the game? Must have been humans. Which is pretty nice. Slight setback for me but nice. So I had to remove the “Full Support” and “Partial Support” for controllers on Steam’s store page. This means those looking for controller supported games (eg Steam Deck users) won’t find it in search results for controller supported games. So, to slightly increase sale possibilities, it’s in my interests to support the 8 controllers as advertised.My initial research into solving this problem lead me to think that I needed SteamInput incorporated into my game. So I tried that (using GodotSteam in Godot) but it didn’t support the more than 4 Xbox controllers. So I then did some more web searching, which lead me to this issue on Godot’s Github issue tracker: https://github.com/godotengine/godot/issues/19173. A closed thread requesting more than 4 XInput controllers. Obviously it didn’t get fixed. I read it further and made me look at the
platform/windowssource code. Played around with some code and after some trial and error, fixed it! As someone mentioned, a slightly smarter solution would be to use XInput for the first 4, then DirectInput for the remainder. I don’t need to do that for my game so I haven’t done that, plus this tutorial is much easier to follow. I might look into implementing that idea later if there are any requests for it. -
Quiet Jan 2023

Happy 2023
I had a nice, relaxing break with family and friends. Not much stress or dramas. I had some time to play games and work on my projects which is what I generally aim to do with my spare time.
December, being the busy/holiday month, I didn’t get a lot done on my games unfortunately. Gravity Flux was/is on sale on Steam for 50% off and sold a couple of units, woo.
I’m currently focusing on an electronics hardware project, a virtual pet that tracks your health. I’ve been building the electronics and case to 3D print. Won’t post too much about it here as this is mainly for my game development.
/https://www.instagram.com/reel/CmwCR_Vjhex/?utm_source=ig_web_copy_link
2023 Plans
So far I don’t have any solid plans for 2023. No games planning to be released. However I have a rough path forward for working on my games. The first priority is to get Steam Input API working in Gravity Flux. Then the game can officially support 8 gamepads of any type on Windows. As I originally intended.
There’s some possibilities for my next game, “Sentience” to have it’s development boosted. Local games company, Secret Lab are planning to host a games incubator for narrative games. Not sure any details about it just yet, but it sounds like it may “accelerate” the development of the game a little, which would be nice. (For context, Sentience is planning to be a 3D 3rd person shooter set in a Sci-Fi environment with somewhat of a narrative story).
I suspect my plans for 2023 will be ad-hoc, whatever I feel like doing. Which can set me up for slow progress if I don’t set goals. So I may have a think about what I aim to achieve, other than the above.
This is a shorter blog post, but I gotta make use of the website I’m paying for..
While last year I shipped a game, this year will hopefully be building on that milestone and at very least I hope to have some even more exciting game screenshots to show off!
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Belated December Post
A bit of a delayed post, partially due to less progress on games recently.
Gravity Flux is still available on Steam and two patches have been sent out already.
November
Not much work was done in November, I have been taking a break as I have lots of other hobbies!
However last weekend, on the 4th of December, I did some work getting the SteamAPI integrated into Godot Engine using GodotSteam. Previously, I was using an plugin that give me a sub-set of Steam features. It however does not support Steam Input, which is required for me to be able to support 8 controllers of any kind on Windows. So I built Godot from scratch as required. It wasn’t too difficult on the Mac and Windows, thanks to the
sconsbuild system which is much easier to use than CMake.. Just to test it out, I added the feature of getting the user’s Steam username.Next time I get time to work on it, I will be testing the Steam Input system. There is not a lot of documentation on Steam Input with Godot Engine. I’m not sure how it works. It’s possible it just works alongside Godot, and no new code is required? I will be testing it for sure. If you have any suggestions, please feel free to leave a comment.

Steam username provided by SteamAPI, built-in to Godot Engine.
I don’t have huge plans for December, being that time of the year where everything is super busy. I may get some time to test Steam Input.
Screen Australia
I did however go to a meeting with a representative from Screen Australia! (Lee Naimo, Head of Online). Screen Australia recently announced they have funding for indie games, as well as TV/movies in the past. This was an extremely awesome opportunity to at least get a feel for what kinds of games get funding from Screen Aus, and what the people from Screen Aus are like themselves.
The main take-aways were,
- No guns. Apparently it’s a hard sell to the big-wig politicians and ministers who approve funding requests. So my next game, “Sentience” involves some guns, and that may not be suitable for Screen Aus funding. But I’m still going to work on it, and it’s not intended to be that violent despite having guns in it.
- Know your audience. Lee said that if you think you know you have an audience, even if niche, they’ll be more inclined to support you. So if you’re just experimenting with no clues about audience, they may not be as supportive. For example, making a game similar to or another game which already has a known audience. Maybe a Minecraft clone for example, but different enough of course. I think I will need to do some more research into what’s successful in the indie games space for games similar to the next game I’m working on.
- They don’t have a favourite genre or art style or gameplay type. Any game that as above, knows it’s audience has a chance.
- The Tas game developer scene is much newer than Melbourne and other bigger states. So it’s been a slow start, building an industry down here, with not many great examples of successful studios. You of course would want a successful studio as an example, and there have been some notable ones, but nothing too huge yet.
- They all seem to be very nice, approachable people. They also had a meetup the day before where the CEO himself came up to us Tas game makers ourselves and had a bit of a chat.
- As above, they’re very approachable. You can contact them with any questions and I’m very certain they’ll do their best to help.
Merry Christmas, Happy New Year
This will be my last planned post for 2022. It’s been a pretty big year for me in my game development journey. Releasing Gravity Flux, working with Tas Game Makers more, meeting Screen Australia, going to several game maker meetups now that covid restrictions are easing. Feels like hopefully a good start to something more.. The ball has started rolling and it will hopefully keep rolling!
Please have a nice, safe, pleasant Christmas and New Years break.
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About Me
An English diarist and naval administrator. I served as administrator of the Royal Navy and Member of Parliament. I had no maritime experience, but I rose to be the Chief Secretary to the Admiralty under both King Charles II and King James II through patronage, diligence, and my talent for administration.