sAm

@samdrawngame.bsky.social

Sam, late 20s, they/them Hobbyist, making stuff I feel like Minors DNI 🎨 Godot, ClipStudioPaint, Blender ⌨️ GDScript, C# https://page-by-sam.neocities.org/ 🇫🇮

Had a ridiculously simple and effective idea. Making use of Godot's movie maker mode, I recorded the splash screen animation into an ogv, and play that instead. Not only did small annoying stutters stop on low end device, it reduced build size by leaving out cutscene only assets #sAm_art

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I hope the dev of Crash Respun isn't discouraged by everyone pointing out how janky the controls are. Because the game has good ideas here and there. The easiest fix would be to apply acceleration and deceleration to movement speed. That way, you're not at 100% speed instantly and have more control.

Failed as a game dev if I ever make something that can't run on my 2018 Asus potato laptop no matter what I do. Preloaded particle still causing a stutter during Flappy Coot's splash screen animation. It's 1AM, I'm too tired for this small but irritating problem shit lol.

Collectible system improvements for future 1.1 update - clearer crate textures for how much wumpa you'll get - clearer instructions for level unlocks - lightweight RewardData resource base and extending classes to despaghettify collectible spawning and collecting

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I have GOT to get back on the ”1 little thing a day” habbit. ”Work in bursts” leaves me tired for long periods and at risk of never finishing games.

I've mentioned it in the past, but file objects are your best friend when creating textures in ClipStudioPaint, especially when it contains reused assets in every tile. If I was to change anything in any of these .clip files, it would update for every instance in the texture.

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sAm@samdrawngame.bsky.social · 3d ago

Working on a new crate texture atlas that's more akin to how it was done on the PS1 games. Also, this way I'm eliminating the possibility of decals disappearing whenever someone on a lower end hardware tries to run the game and it defaults to compatibility rendering. #sAm_art

Working on a new crate texture atlas that's more akin to how it was done on the PS1 games. Also, this way I'm eliminating the possibility of decals disappearing whenever someone on a lower end hardware tries to run the game and it defaults to compatibility rendering. #sAm_art

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Why texture size is important: Noticed that my image objects that I use to assemble my crate texture atlas are 63x64, which explains why it has been so awkward to reposition UVs for crate variants and fit those objects into the atlas. So, redoing those today.

Did one last useful modification to the skin system. If need be, can swap the main body model for skins that needs special modifications, and offset the eye texture coordinate to get accurate blinking animations. #sAm_art

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Slight scare as vertex colors stopped working in Godot again. But turns out Blender 5.2 shipped with a broken exporter. Using 5.1 while this is the case.

Life's full of observable lessons. Don't do a Chimptopia, friendly beef within indie doesn't really work if other creators don't know you before you beat up their characters. Don't do a Retro Hijinx, hate game development isn't good for your mental health.

To answer people who've asked or want to ask about supported controllers in Crash Dimension Twist: Godot recognizes my generic almost 20-year-old gaming pad, so your PS/Switch/XBox controller should work all the same.

Would be cool to have something to upload for Crash's 30th anniversary. But I don't wanna make promises and stress myself out while life's breathing down my neck lol.