Nick West

@nickwestdev.bsky.social

Wait that was it? I'm a professional UI designer / programmer working on an indie game in my free time. I also do a lot of 3D modeling. #godot #blender #gamedev #indiedev #art

I've decided to downgrade blender versions. Somewhere along the line I started using 4.2. Originally I used 3.3. Rigify is way different now. The problem is the amount of extra steps it takes to do anything. Got some NLA tracks to fix, but it'll only take a few days. Time to get my speed back.

I'm making a backup and thought it would be interesting to share the file sizes. Backups come in 2 parts: ProjectSource & AssetSource ProjectSource is the godot project. AssetSource contains all of the source art & sound. ProjectSource is: 943.1 MB AssetSource is: 8.5 GB Both compressed: 4.4 GB

Trickboosts. They never see it coming. Boosting through enemies wasn't always in the game. It started when I switched to Godot, because the engine insists on keeping everything in the physics step. At first I didn't like it, but it led to my favorite mechanic so far. #godot #gamedev #indiedev

Trickboosts. They never see it coming. Boosting through enemies wasn't always in the game. It started when I switched to Godot, because the engine insists on keeping everything in the physics step. At first I didn't like it, but it led to my favorite mechanic so far. #godot #gamedev #indiedev

Only Multimedia Fusion veterans will understand what this comment means. Also, if you do get it, don't worry. This is code is for a minigame. Not the main one. I'm not that weird.

A screenshot of a c# comment that just says the term "SINGLE FRAME GAME DESIGN". This concept was seen a lot in the MultiMedia Fusion community, and relates to when and where code was allowed to reference objects. Code was executed per-room, or "frame", and there was no way to share code across frames. So to get around this, lots of developers made custom level editors that allowed them to bring their whole game into a single frame. This let them scope their code in a global way, but when doing this, the frame editor would become useless. These were dark times.

Only Multimedia Fusion veterans will understand what this comment means. Also, if you do get it, don't worry. This is code is for a minigame. Not the main one. I'm not that weird.

A screenshot of a c# comment that just says the term "SINGLE FRAME GAME DESIGN". This concept was seen a lot in the MultiMedia Fusion community, and relates to when and where code was allowed to reference objects. Code was executed per-room, or "frame", and there was no way to share code across frames. So to get around this, lots of developers made custom level editors that allowed them to bring their whole game into a single frame. This let them scope their code in a global way, but when doing this, the frame editor would become useless. These were dark times.