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Developer + technical artist
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The demo for The Ballad of Bellum is releasing in under 24 hours!! ๐ฅณ๐
youtu.be/2oPTcJ9c2ns
#Gamedev #Indiedev #Game #Indiegame #Steam #Demo
Hey Bluesky! I figured it would be a good time to show off the game I've been working on for a little while.
Introducing TaleKeep, a peasant-hopping castle simulation RPG set in a storybook medieval world.
If you would like to support the development of Crystal Story: Crystology, please consider picking up Dawn of Dusk on Steam. It's currently 50% off for the Autumn Sale! :D
store.steampowered.com/app/1746590/...
Part randomization, not a huge amount of parts to work with yet. I'm thinking each part will be weighted by a certain set of character affinities and traits: alignment, class, race, and acquired quirks. #godot
17.09.2025 16:54 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0I wonder how much to lean into fantasy vs realistic with color choices. It would be interesting too, to think about colors predominantly based on regions (what plant and mineral dyes are around a region) and class (the abundance or rarity of a certain dye).
16.09.2025 22:36 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0#solodev
#indiedev
#indiegames
#indiegamedev
#gamedev
#godot
#godotengine
After a lot of work and reworking of the old playtest demo, I've finally completed a second playtest demo for my game.
If you see this post, I hope you take the time to check it out.
chrissmithgamedev.itch.io/tales-in-the...
Working out some random recoloring based on possible moral alignment #godot #gamedev #indiegames #solodev
16.09.2025 18:31 โ ๐ 22 ๐ 3 ๐ฌ 1 ๐ 0#GodotEngine 4.5 has finally arrived! ๐
With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone!
godotengine.org/releases/4.5/
beards #godot
15.09.2025 16:49 โ ๐ 14 ๐ 1 ๐ฌ 0 ๐ 0haven't done this myself but I think simple script would use mesh data tool, store the materials of both surfaces, and use set_material to swap then
12.09.2025 20:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0thats the one case where I wouldnt want to use them. though the scripts will usually break and tell you where the node doesnt exist. they are most handy for ui that gets rearranged alot. groups work and prior to unique names thats how i would retrieve nodes
12.09.2025 12:02 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Unique names are also great for this, right click scene tree menu and prefix node name with #, you can get any node within the same scene file.
12.09.2025 11:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0โ๏ธ #godot
10.09.2025 17:52 โ ๐ 9 ๐ 1 ๐ฌ 1 ๐ 0and a better non-compressed screenshot
08.09.2025 19:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Wanted to try another shader pass this time inspired by FFT cutscenes, in anticipation of it's new release later this month. Would love to see that game get the full treatment someday #godot #fft #gamedev
08.09.2025 19:40 โ ๐ 20 ๐ 2 ๐ฌ 1 ๐ 0real its a good feeling, got a taste of that when elden ring came out and wasnt aware of ds when ds3 came out
06.09.2025 01:56 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0im curious to see how much was learned / improved. Ill probably pick up at some point
06.09.2025 01:54 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0kinda wish i got the hype of silksong but hk never clicked
06.09.2025 00:26 โ ๐ 2 ๐ 0 ๐ฌ 2 ๐ 0thank you! hopefully see more of her soon
05.09.2025 20:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0End result will be a monster of a rig, with bones for mantles / tails / wings / hair strands / skirts. Haven't noticed much performance impact. It would be helpful to set bones on in separate visibility layers, maybe that can be done with custom editor gizmos
05.09.2025 16:01 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0The meshes just contain the weighting info which makes equiping a lot less finicky just need the target skeleton set. A lot of the time spent has been building out a inspector plugin that lets add and remove bones without cluttering my scene tree with my previous method
05.09.2025 15:58 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0Results of experimenting with different bone setups, seems like most games handle spring bone enabled cloth equipment with a single rig rather than having a separate skeleton per equipment piece attached via bone attachments. Some bones will just exist without use depending on equipment #Godot
05.09.2025 15:58 โ ๐ 12 ๐ 0 ๐ฌ 1 ๐ 0The Play for Peace: Games for Palestine charity bundle is now live! Nearly 400 games from creators all around the world, with proceeds going directly to Gaza relief efforts.
Bundle link: itch.io/b/2979/play-...
We made a launch trailer to celebrate this moment๐ Please RT.
Original prototype made in RPG Maker, and the finished product in Godot
We've come far, Dustin
Kingdoms of the Dump releases in November
wishlist now
store.steampowered.com/app/2159270/...
been doing some experiments with complicated rigs for spring bone cloth physics for full sleeved shirts. first attempted had 40 bones in rings just for the sleeve, cut that down significantly and have a good idea / system for making them
30.08.2025 18:11 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0first 3 cards in for my tarot project, which i've ben making in Godot! #art #pixelart I've been coding it on stream in gdscript twitch.tv/electroslag
28.08.2025 21:53 โ ๐ 68 ๐ 14 ๐ฌ 4 ๐ 1Just a heads up. I was able to schedule my COVID vaccine appointment. Online it will ask โdo you have a condition that puts you at high risk for severe outcomes from COVID-19 virus.โ
Click yes and it will allow you to schedule an appointment.
No questions asked.
No proof required.
Pass it on.
Floppy mage hat ๐ง I'm now instantiating separate skeletons/spring bone simulators that are attached with bone_modifiers, making the accessories more self contained. I think can extend the spring bone collision class to reference an external skeleton. #godot
25.08.2025 17:02 โ ๐ 10 ๐ 0 ๐ฌ 0 ๐ 0I use 2 compute shaders one for sampling the sdf, and one for the marching cubes that returns triangle data. gdscript for building the mesh.
24.08.2025 11:56 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0