BunkWire²ˣ⁸

@bunkwire2x8.bsky.social

Programmer with miscellaneous technical skills. Working on shitty game dev things in Godot. Currently searching for a job. Whether it be a random ass program, video editing, or graphic design. Hire me, I beg. I need money. Formerly known as 'Goy288'

Been working intermittently on a #Godot project framework, which is a bit different from the drag-&-drop addons I've made so far. This is moreso about making manageable game architecture. Bonus points if you can guess what kind of game this architecture is meant to accommodate.

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A good benefit to calculating the perspective math on the CPU is that it allows one to execute some neat tricks. Like with this PerspectiveViewportContainer2D I've made, which allows a user's input to propagate into a child SubViewport. This mimics #Godot 's regular SubViewportContainer.

BunkWire²ˣ⁸@bunkwire2x8.bsky.social · 2w ago

Made a "PerspectiveCarousel2D" node that drives the X blending, as well as a "CarouselAnchor2D" node for non-PerspectiveQuad2Ds. While there are clear limitations to this approach, I could definitely see this psuedo-3D rendering being useful for point-&-click style #Godot games.

Being an addons developer with Godot sucks 'cuz you try implementing new things, and as a result, you end up finding obscure bugs/limitations no one has seen before, and you gotta file detailed reports for 'em. Godot's tool development pipeline is very good otherwise though.

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I wanted to quickly see if I could make an importer in Godot that could parse Undertale's data dot win file to both extract its big spritesheets and also convert its sprite data into AtlasTextures and SpriteFrames. I think I was successful. Am I gonna do anything with this? I dunno lol

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A few days ago in a VC debate about Undertale genocide run's narrative, I described my belief that the genocide run is an inverse of the pacifist run (Chara subsuming Frisk's identity) and how Chara is also a manifestation of the player's drive for completion and I felt like this:

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Getting much closer to the PaperSkeleton 2.0 release, but I just want to make sure my shader setup is as reasonably approachable as possible. Using preprocessing code and shader includes, I've made a sort of pseudo-material interface.

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Recreated Node3D's transform section as a resource, because the export property for Transform3D being just a basis and a position slapped together is unintuitive as hell. Always found it weird that Godot didn't already have something like this built-in.

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Because Sound Alerts was down for me for a couple days, last night I tried out a different method on stream of playing meme videos directly from OBS Turned out as well as I expected.