don't forget he keeps "joking" that he'll take over Canada
Posts by Lazy Eti
Gorgeous! A trick i usually use that helps selling night lighting is to apply a LUT to turn greens tones into blueish hues.
holy heck! I played this completely blind back then and never heard of it again. it's been so long that i couldn't remember if it was real thing or if it was all an insane fever dream. Can't wait to give it a go again!
10 years ago, we made this…
Now it’s a game.
Wishlist Boreal Tenebrae: ACT 0 ↓
Volume two of Syl's Indie Game Recs, my zine where I recommend a bunch of small games I loved, is up!
(If you're having trouble seeing it, you can use your mouse's scroll wheel to view each page more closely.)
truly stunning technology 🤯
📣 GAME ANNOUNCEMENT 📣
Oh you wanna role play me, huh? 90s Computer goth genius who fixes computers on the night shift? Be careful what you wish for.
WISHLIST NOW.
store.steampowered.com/app/4253020/...
hell yeah btw your bluesky link on twitter is broken
mobOS trailer - Fake OS & Internet Exploration Game
#gamedev #indiedev #gamemaker
omg i wasn't expecting to see Paradise Marsh when i clicked on this 💖
If you like feeling the freedom and possibility of open world games, but not the 80 hour run time — try these. They're fantastic open world indie games with playtimes of 2-14 hours.
it looks like it's supposed to play as satire but brother...
maybe don't?
Interesting that Steam allows on its store a game where the whole goal is to kill black people... 💀
Wait, Godot can do that?!
#godotengine #gamedev
Bestiary layout update
#godotengine #gamedev #wildcosmos
I hit the button ✅😭🐸
🚨BIG HOPS is OUT NOW🚨
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5
I made a free web tool to create gradients along svg paths ✨
With it, you can create masks to animate fancy curves in your games instead of doing it by hand 🐰
qaqelol.itch.io/svg-gradient
#Godot #GameDev #Silksong #HollowKnight #SVG
They want you to see this and unionize less. You may be next, etc etc, the fear.
But the lesson must be: Unionize MORE. One team, one department, one studio protected? Shut down. *Every* studio protected? They can't shut them all down (without trashing the shareholder value, their only KPI).
infuriated on behalf of my union siblings in Halifax over this, even moreso after the absurdly long history of struggle in Canada trying to get a union going within Ubisoft.
www.ign.com/articles/ubi...
final day of @scorespace.net game jam!
the game actually turned out quite fun even though I suck at it
literally sweating while playing
Also the music is such a bop!
#gamedev #indiegame
Angeline Era is OUT NOW!!!
🔍Every level hidden in plain sight…
🗺️… chart your own path through the world!
⚔️Tons of thrilling combat, mysterious places…
👼… and a soul-shattering story!
GET IT HERE!!
store.steampowered.com/app/2393920/...
mood
Two weeks to Angeline Era releasing! Been nervous about the release but very happy that testers are enjoying searching for levels across its overworlds, as well as the bumpslash combat and story!
store.steampowered.com/app/2393920/...
Hey @vine2d.bsky.social is there a way i can dm you? Twitter is busted and i'd like to pick your brain about something.
Announcing VISION QUENCH
Fight your way through a sprawling mega dungeon and uncover the truth with up to 3 other players online.
Wishlist now!!!!!! (Link in replies) ⬇️
#screenshotsaturday #gamedev #indiegame
if you're doing anything position based perhaps you'll need to turn on Custom Vertex Stream and send the "Center" variable to your shader ?
also, just tested the GPU performances of this tech rendered at 1920x 1080:
10 steps= 1.55ms , 25 steps = ~3.65ms , 50 steps =~6.5ms
This is pretty heavy although i'm sure this could be improved with some tweaks to my ray marching algorithm
damn! it does work. I'm so dumb. Welp anyway, i'll still post my other experiment tomorrow since i think it's still sturdier and more performant than screen space effects
Although, after writing all of this, I'm starting to realize that it might have been possible to solve this limitation by calculating the offset additively on the c# side and feeding it to the shader...
oh well! I might have to revisit this in the future!
This is when I hit a brick wall for like a full day and decided to scrap it all and start fresh with a new approach. New thread incoming...