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Posts by CD Legasse

That looks SO good.

1 month ago 0 0 0 0
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Texel-space deferred vertex shading in GameMaker. That's a thing now.

Retro 3D rendering with per-vertex shading (GI in dev), all in GML.

#GameMaker #GameDev #IndieGame #3D

1 month ago 19 3 0 0
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Would you believe me if I told you this was #gamemaker, and not #madeinunity or #madeinunreal?

#indiedev #indiegames #yesitstrue #gamedev #3dgraphics

1 month ago 13 4 1 0
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GameMaker 60% Off Sale โ€” Games, Tools & Assets by LemonToast Games A bundle by LemonToast Games, $14.99 for 9 games

Running a sale on my full catalog to help my family through a tough stretch.

GameMaker tools, pixel art assets, and a game.
Individual items at 60% off, or the full bundle for a flat $14.99.
๐Ÿ‘‰ itch.io/s/181055/gam...

#gamemaker #indiedev #itchio #gamedevelopment #gamedev #struggle #gofundme

1 month ago 9 4 0 0
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#indiegames

An old gem of mine might be getting a little spit polish, upgraded lighting, art direction, and gameplay. Follow to stay up to date?

1 month ago 12 2 1 0
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๐ŸŸ Just added portal support to DopeFish - my 3D WAD loading library for GameMaker! Non-interactive for now, but the geometry rendering is looking almost spot on.

#GameMaker #GameDev #IndieGame #Doom #WAD #3D #doombuilder #Portals

7 months ago 10 3 0 0

I appreciate the love! :P

7 months ago 1 0 0 0
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LemonToast Games

I build weird, fun, and functional games & tools in #GameMaker + #Unreal + #Godot and Iโ€™m available for work!

๐Ÿ“ฉ chris@lemontoastmedia.com (or DM)
๐ŸŽฎ Downloadables: lemontoast-games.itch.io

#indiedev #gamedev #forhire #gamemaker #unrealengine #blueskydev #indiegame #gamedevjobs #freelancegamedev

7 months ago 23 9 1 0
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Loading UDMF #doombuilder maps into #gamemaker like, whatever. lol

7 months ago 3 0 0 0
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My only gripe with CB is that I want to import low res meshes specifically to unwrap them XP

11 months ago 1 0 0 0

You should look into cozyblanket! It's probably the chillest way to retopo and unwrap a high res sculpt, and on the ipad no less :P

11 months ago 0 0 1 0
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For anyone interested, here's a before and after. The right attenuation really has a profound impact on the vibes in a scene.

11 months ago 2 0 0 0

Some time ago I remember writing custom falloff algorithms for use in GZDoom, because the standard falloff was linear and looked like absolute ass. They rejected my PR. XP

11 months ago 4 0 1 0

At least itโ€™s not a paid thing, right?

1 year ago 3 0 0 0

This looks good. I would play this.

1 year ago 1 0 1 0

This looks like it would be a lot of fun.

1 year ago 1 0 0 0

Where do I recognize this from? Was this used as a book cover at one point?

1 year ago 0 0 0 0
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Overwhelmed, underpaid, going broke and trying to save my family with this crazy video game.

1 year ago 1 0 0 0

The method I use is pretty simple, and involves a dithering texture.

1 year ago 0 0 0 0

The methods I used here for the dithering and color quantizing could be adapted to any shading style honestly.

1 year ago 0 0 1 0

I'm just using standard high res pbr textures for this. the magic here happens in unwrapping the model to texture space, and rendering the pbr lighting to a surface, then applying that surface back to the mesh as an unlit texture. This method won't work with the way you're doing things.

1 year ago 0 0 1 0
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If you're interested in another point of view, I'd love to take a look at this and maybe help you get the lighting to a really solid place. Here's a look at the final result from my last time doing this in GM.

1 year ago 0 0 1 0

For reals though. Lol

1 year ago 1 0 0 0
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**HIRING PAID**
**NO AI SUBMISSIONS**
My team is looking for 2D artist(s) who specialize in vintage Japanese style artwork (manga, anime, etc) for our upcoming game. Send your quotes & samples to chris@lemontoastmedia.com
We will pay for rough draft-samples to evaluate if selected.

1 year ago 20 2 14 0

Are you clamping your light values to 1?

1 year ago 0 0 1 0

The solution I came up with was brute force, every other frame, I'd unwrap the mesh in 3d, with a pbr material, onto a surface the same size as my textures, then I'd use that projection as the texture, thereby limiting shading to a texel. It was inefficient, but pretty lol.

1 year ago 0 0 0 0
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HEY! Someone copied my idea! LOL This is great, next thing you should do, paletize and dither your resulting texels! It looks great <3

1 year ago 0 0 1 0

April Fools has just ended for me, and in addition to that ad, itโ€™s also popping up overlays on other apps Iโ€m trying to use, while being SUPER intrusive.

1 year ago 1 0 0 0

I hope itโ€™s just an April Fools prank because itโ€™s super annoying lol

1 year ago 1 0 1 0

We should connect :P

1 year ago 1 0 0 0