Hideousarmor

@hideousarmor.bsky.social

Manu / DuermeDuerme / HideousArmor Gamedev, noise artist and illustrator.

Salgo por aquí con mi hideous face hablando del juego :,) Todo un honor rodeado de tan grandes juegos y gracias al trabajazo del Mesón!!!

Mesón Sol@mesonsol.bsky.social · 3w ago

¡MUY BUENAS! Nuestro reportaje integral de @guadalindie.bsky.social ya está disponible. Doce (12) entrevistas con las que intentamos ofreceros una ventana a grandísimos proyectos e iniciativas, directamente de la mano de quienes las están cocinando. www.youtube.com/watch?v=DTTX...

Spent a couple of days working on a tool to help record a trailer for my game and ended up fixing a ton of things that have been broken for years and I was putting off... Including: - NPC path finding animations - Adaptative audio - Faulty post processing - Idle animation transitions Im happy!

I wish the souls community would stop hyperanalyzing every bit of lore in the game and instead shifted their attention to overarching themes/concepts It gets to a point where ppl are doing backflips to justify something clearly re-writen half way through dev that doesnt stand at all on solid ground

I think Vermis 3 is my fave in the trilogy! It feels more disjointed and has odd jump cuts at times (maybe this is more of an open world type of adventure?) But the dungeon crawling concepts are some of Plasti's best work, specially on the 2nd half.

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Shoutout a @hideousarmor.bsky.social, su juego era una carta de amor a los soulslike y a los juegos de PS2, una auténtica barbaridad. Encima siguió alimentando mi (Malsana) obsesión con Plastiboo. Aprovechad para mirar su perfil porque sus ilustraciones son para perder la cabeza.

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This year I challenged myself with creating bigger illustrations, focusing more on character interactions and scenes, rather than just them standing around. I've made like 8 pieces that fit that criteria, so Its a nice start, but I need to continue at it. I also want to start coloring my art...

One of my biggest issues with modern souls combat is how often, rolling against an enemy is the best option to avoid damage + continue attacking right after. Once you have mastered an encounter, the focus turns to reaction timing and the entire 3D space becomes a bit meaningless