Satellite Moss ๐Ÿ‰'s Avatar

Satellite Moss ๐Ÿ‰

@satellitemoss.bsky.social

Developer + technical artist

1,542 Followers  |  531 Following  |  387 Posts  |  Joined: 02.12.2023  |  1.7031

Latest posts by satellitemoss.bsky.social on Bluesky

white house has joined bluesky
click here to block all official us government accounts instantly

bsky.app/profile/did:...

17.10.2025 22:08 โ€” ๐Ÿ‘ 9496    ๐Ÿ” 8200    ๐Ÿ’ฌ 436    ๐Ÿ“Œ 1074
The Ballad of Bellum: DEMO TIME!!!
YouTube video by The Ballad of Bellum - Demo October 17 The Ballad of Bellum: DEMO TIME!!!

The demo for The Ballad of Bellum is releasing in under 24 hours!! ๐Ÿฅณ๐ŸŽ‰

youtu.be/2oPTcJ9c2ns

#Gamedev #Indiedev #Game #Indiegame #Steam #Demo

16.10.2025 04:03 โ€” ๐Ÿ‘ 14    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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.

03.10.2025 22:03 โ€” ๐Ÿ‘ 229    ๐Ÿ” 54    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 5
Preview
Save 50% on Crystal Story: Dawn of Dusk on Steam Crystal Story: Dawn of Dusk is the first episodic entry in the Crystal Story epic, and features charming retro-style graphics, with fast-paced action and turn-based battles, inspired by 16-bit classic...

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/...

29.09.2025 20:04 โ€” ๐Ÿ‘ 8    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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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€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Tales in the Undergrowth: Wooden Colossus [DEMO] by Chris Smith Demo for a Top Down game that has platforming elements, focused on carrying and throwing objects.

#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...

03.09.2025 18:31 โ€” ๐Ÿ‘ 9    ๐Ÿ” 5    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Working out some random recoloring based on possible moral alignment #godot #gamedev #indiegames #solodev

16.09.2025 18:31 โ€” ๐Ÿ‘ 22    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Godotย 4.5, making dreams accessible โ€“ Godot Engine From mind-blowing effects now made possible by the stencil buffer to accessible descriptions of your GUI elements that opens up the possibility for people with disabilities to play your game โ€” we are ...

#GodotEngine 4.5 has finally arrived! ๐ŸŽ‰

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/

15.09.2025 20:30 โ€” ๐Ÿ‘ 1393    ๐Ÿ” 419    ๐Ÿ’ฌ 30    ๐Ÿ“Œ 71
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beards #godot

15.09.2025 16:49 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

haven'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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

thats 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Unique 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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โœ๏ธ #godot

10.09.2025 17:52 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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and a better non-compressed screenshot

08.09.2025 19:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Wanted 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€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

real 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

im curious to see how much was learned / improved. Ill probably pick up at some point

06.09.2025 01:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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kinda wish i got the hype of silksong but hk never clicked

06.09.2025 00:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

thank you! hopefully see more of her soon

05.09.2025 20:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

End 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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The 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€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Results 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€” ๐Ÿ‘ 12    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The 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 moment๐Ÿ‘‡ Please RT.

02.09.2025 16:22 โ€” ๐Ÿ‘ 1312    ๐Ÿ” 1410    ๐Ÿ’ฌ 12    ๐Ÿ“Œ 94
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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/...

30.08.2025 21:41 โ€” ๐Ÿ‘ 138    ๐Ÿ” 32    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 0

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€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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first 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€” ๐Ÿ‘ 68    ๐Ÿ” 14    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

Just a heads up. I was able to schedule my COVID vaccine appointment. Online it will ask โ€œdo 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.

28.08.2025 14:12 โ€” ๐Ÿ‘ 11674    ๐Ÿ” 6211    ๐Ÿ’ฌ 308    ๐Ÿ“Œ 269
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Floppy mage hat ๐Ÿง™ 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€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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