Shadow Strike Devlog

January 2025

Getting back into the swing of things

Post #001 - 08/01/2025 - Wednesday

What’s up gamers!

It’s been a while since I’ve publicly posted or talked about any game development stuff. I mentioned working on a BIG GAME in a Newgrounds post back on June 8th, 2024

Since then, I’ve been working on and off on this game, which I’m calling Shadow Strike. It's getting late and I’ve got work tomorrow, so I’ll post more about it then.

I’ve been meaning to get this blog started for a while, and today I finally decided to do it.

So yeah, stay tuned. Shadow Strike is in development! (Albeit slow development as I have an unrelated full-time job and a bunch of other commitments.)

As always, if you want to contact me, you can reach me at plufmot@gmail or https://plufmot.newgrounds.com/

Don't be a stranger, make yourself known, make cool stuff, and make friends. Love you all!


Post #002 - 09/01/2025 - Thursday

Today I wrote a little about what the game is, which you can see at https://www.bennyrenya.com/shadow-strike.

Also made a webpage dedicated to these devlogs for easier access, breaking up each month into it’s own subpage, check it out here.


Post #003 - 10/01/2025 - Friday

Tiny update as I just worked on the pause screen today.

Previous Pause Screen

Updated Pause Screen

It was previously set up for multiplayer, now it’s nice and centered for single-player!

I've also made it so you can only pause during gameplay, not in menus.


Post #004 - 11/01/2025 - Saturday

Camera now pauses when the game pauses.

Previous Camera Movement

Updated Camera Movement

The split-screen view now shares a single pause text. While having independent pause text looked cool and felt more responsive, it didn't make much sense, as players can't pause the game independently.

Previous Pause Screen

Updated Pause Screen


Post #005 - 12/01/2025 - Sunday

I made the GUI maintain a consistent size across different screen resolutions. Notice how in the .gif below, the GUI was inconsisent? It was bothering me.

Inconsistent GUI

I also updated some code, making var screen_width = display_get_gui_width() instead of global.rezCURw.
This adjustment resolved the issue with split-screen player positions (those little grey dots in the center) being miscalculated in the GUI, ensuring flawless functionality across all resolutions.

Previous Split-Screen GUI

Updated Split-Screen GUI


Post #006 - 13/01/2025 - Monday

I’ve consolidated multiple menu rooms (rm_titlescreen, rm_splashscreen, rm_credits, rm_options) into a single rm_menu room.

If that makes no sense, imagine you're making a movie with different scenes: the opening credits, an action sequence, the end credits, and the settings menu. Instead of having a separate set for each scene, you have one set that changes its background and props to fit each part of the movie. That’s essentially what I did today.

I did this to streamline the game’s architecture, making the menu navigation smoother and more efficient. Plus, it simplifies the development process by reducing the number of rooms I need to manage and also makes the code easier to handle.

Previous Rooms

Updated Room

Example of code changes


Post #007 - 18/01/2025 - Saturday

Updated the player helmet. The previous one looked weird when being drawn inside the player’s head shape. Cleaned up the line art to fix this.

Previous Helmet

Updated Helmet


Post #008 - 19/01/2025 - Sunday

Gave the player a body. The stickman was for testing. Took a while to figure out why the torso and legs weren’t changing colour. Turns out, I hardcoded stuff for the helmet originally.

Stickman Body

New Body


Post #009 - 26/01/2025 - Sunday

Made the animations for Idle_Up and Idle_Right

Stickman Body

New Body