mantis

@imakecoolstuff.bsky.social

I make cool stuff | he/him Developer of Roarr! The Adventures of Rampage Rex. Trying to atone for my gamedev sins.

Capitalist states are gonna call it terrorism when people rise up against the billionaires destroying our societies & our world, when people resist fascist anti-immigrant violence and the ultra rich stealing our resources & ruining our economies. That will occur but it cant stop people resisting

Olivia Guest · Ολίβια Γκεστ@olivia.science · 3w ago

Activists damage the building foundations of data centre 🫡 > The group said that they threw water balloons filled with a mixture of hydrogen peroxide, acetic acid, salt, and acrylic paint at the under-construction facility.

While yeah, all the newer systems and consoles running on Ayn Thor are really cool, the capabilty to easily run 486+ era games in DOSBox is that little extra that makes it magical for me.

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I think given the scale @godotengine.org is now at, this is an incredibly incisive approach to combat generative AI's awful impact on people, code, and communication. Also focusing the ban policy on access & pull requests is a smart way of eliminating huge parts of the problem in a practical way.

Godot Engine@godotengine.org · last mo.

For years we have been overwhelmed by the volume of code contributions we have to review, especially from new contributors. AI has made the problem much worse. That's why we are taking steps to reduce the burden on maintainers while still welcoming new contributors: godotengine.org/article/cont...

Here is the same thing without position and scale tweening. The texture on the right defines what part of the button will be pushed when pressed. When pressed, An "offset_factor" shader parameter is tweened: UV.y+ texture(gradient_mask,UV).r-0.5) * offset_factor #Godot #GameDev

If you ever bought McPixel, you can play McPixel for the rest of your life. If the store is gone let me know I will show you where to get it. If you ever pirated McPixel and the torrent tracker is gone, let me know and i will show you where to pirate McPixel.

Kotaku@kotaku.com · last mo.

PlayStation is deleting 551 purchased movies from its customers' accounts, reminding us nothing digital is ever truly ours https://kotaku.com/playstation-store-movies-digital-studio-canal-terminator-2000711013

About 10 years ago I hear the last call of golden oriole around these parts. More and more cats started roaming in the fields and I thought that the birds stopped coming. But this morning I heard the unmistakable whistles of what is one of my favorite birds singing outside my window. I am so happy.

Ok, screw cutscenes. How in the everlovin flippin heck do ledges and cliffs in a 2D beat em up work? I spent the entire night thinking about edge cases regarding both in-game jump/movement pseudo-3D physics and AI interactions and I'm barely conscious now.

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Sometimes it's the features you don't expect that are the most complex. In my game, that was the internal scripted event player I designed the framework with it in mind, with all the inputs routed through hot-swappable components, but even basic implementation still was somehow more than I expected

Ever had that moment when you fix one bug just to discover that its quirks masked errors from untold layers of cross-related bugs and the code that you were actually quite proud of turns out to be a jenga tower one block removal from collapsing? Because oh boy did I. #indiedev

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As I'm getting deeper into the project and started adding more complex overlaying and interacting systems, I have decided to take some time off to do a little cleanup. Little cleanup had me working till 2:30am yesterday and I'm still in the trenches, with like 50% more to go. Ouch.

Adding support for multiplayer. Different kaiju color schemes and multiple input sources support is ready. Now only thing left is to actually spawn multiple kaijus and have enemies interact with them properly. This will be easy, surely. Right? RIGHT?

Experimenting with hue shifting shader is fun. While not perfect, as I am looking at the results, I can get like 8 distinct-enough colors. Ok, now the question presents itself: dare I implement 8 person multiplayer in my beat em up? I'm not sure if I'm crazy enough. #indiedev #godot

Testing how different Sue colors for multiplayer would look if I'd hue-shift 4 main colors in fragment shader. Not bad to be frank. At this point I did it by eyeballing it in aseprite, but the principle seems sound.

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As I make my game I realize that many of my assumptions are wrong, and the milestones that I've designed shuffle features between them. Freedom of being indie means that when I realize that for example in-game cutscenes depend on multiplayer feature, I can move that one up in the pipeline #indiedev

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Since I'm already working in stage progression, I have decided to throw in some nifty screen transitions shader for loading in and out of a level. Yeah, I'm re-using transition alpha textures from Roarr. Honestly, I think they're neat. #indiedev