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hfcRed

@hfcred.dev.bsky.social

Unity Avatar Creator || VRLabs Dev || Wiper Onetrick || Discord: hfcRed || He/Him 22yo || My prefabs and other links: http://hfcred.carrd.co #vrchat #splatoon

240 Followers  |  45 Following  |  85 Posts  |  Joined: 06.08.2023  |  2.1826

Latest posts by hfcred.dev on Bluesky

Preview
a woman with angel wings is flying through the air holding a sword ALT: a woman with angel wings is flying through the air holding a sword

No platform you say?

07.10.2025 08:15 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Feel free to hit me up if you have any questions

01.10.2025 07:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

S2 especially was merely held together by hopes an dreams. The game literally was not playable online on launch until v1.1.0 which also had such a large amount of fixes they hit the discord message size limit. If you want to talk about functional on launch, you shouldn't mention S2.

30.07.2025 05:29 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

S1 was a tech demo so it gets a pass, but S2 and S3 both had major issues on launch. Clam Blitz was literally not finished on S3 release, and they shorted us of so many features added in later updates which should have been base game, like X-Rank and League. Why are we defending rushed games now?

30.07.2025 05:22 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Honestly, curling on Wiper seems to work a lot better than I originally thought. First impression is that as a Wiper it would be worth to flex onto if the comp/map mode demands it

12.06.2025 17:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Initial thoughts, curling is a lot better on it than I originally thought. Plays a lot more aggressive, quarter/half charge works for trapping/combos especially under ledge, and aids movement. Zooka good. Might actually pick this up

12.06.2025 12:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I was really disappointed by this, too. Wiper already has curling built in. Splatbomb and fizzy were still available for Splatanas, and would actually enable the weapon a lot better. I would rather have Splatbomb and a mid special. Big miss imo

11.06.2025 16:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Just hit the "add weapons and stages" button

10.06.2025 20:29 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The game still runs at 1080p 60fps on the Switch 2

08.06.2025 09:09 โ€” ๐Ÿ‘ 12    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Would have loved to see how the mouse holds up when plugged into the Switch. Guess we will have to wait until a game comes out that supports that input type.

07.06.2025 21:33 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I assume 3rd party mouse support is a per-software thing and you cant use your mouse in the Welcome Tour?

07.06.2025 21:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Nobody wanna be around when you're div 11, but as soon as you win Low Ink now they wanna do pickups? Where was you when I couldn't find a scrim partner

26.05.2025 20:27 โ€” ๐Ÿ‘ 5    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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โœจ ANNOUNCEMENT TIME โœจ
Thanks to the success of picoCAD I am now making picoCAD 2!

๐ŸŽจ live texture editing
๐ŸŽ›๏ธ organisation tools
๐Ÿ“ค lots of export options
โ™พ๏ธ and a lot more!

Go wishlist now: s.team/a/3675940 โค๏ธ

#gamedev #pixelart #lowpoly

06.05.2025 14:04 โ€” ๐Ÿ‘ 912    ๐Ÿ” 227    ๐Ÿ’ฌ 25    ๐Ÿ“Œ 14
Badge Uploader Generate and upload custom tournament badges for Sendou.ink

Heya, I've postponed this for now as I've spent the past few weeks working on
sendou-badge-uploader.pages.dev

I'm also moving to a different country soon, so I probably won't get to work on the planner over the next few months, unfortunately.

02.05.2025 20:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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@hfcred.dev has done an amazing job making a tool for badge creators that makes the process of adding a badge way easier especially if you don't have developer background. It generates the necessary assets and the pull request

Check it sendou-badge-uploader.pages.dev

Big thanks to him!

#sendouink

11.04.2025 17:39 โ€” ๐Ÿ‘ 55    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thats my goat!!!

20.02.2025 21:39 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Well, the line of sight visualization will only be a small part of the planner. If there's anything else you wish existed or you were able to do when doing VOD reviews, do let me know. Any idea is worth brainstorming.

20.02.2025 13:36 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Is there anything else you would like to see or find useful?

20.02.2025 10:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The current estimation is 4 months to complete the full feature set ๐Ÿ˜”

19.02.2025 13:18 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Line of sight stays as red, arcs and falloff range is shown as purple

19.02.2025 05:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Specifically, ramps, obstacles, and unpaintable surfaces are still the big pain points. I want the algorithm to be as sophisticated as possible so I don't have to go and edit all 160 map images by hand

19.02.2025 05:52 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I cant use things like 3D models or depth buffers from the game because that wouldnt be future proof, as homebrewing will not be possible by the time S4 releases.

Instead, I wrote an algorithm that generates a depth texture from a map image. Theres still some issues with it, but it's getting better

19.02.2025 05:49 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Falloff weapons like slosher, brush, explo, etc. will also have an increased tolerance for wall height. I'm thinking of making areas that aren't in line of sight but still reachable via falloff purple

18.02.2025 21:57 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It will, because the only difference between modes is the range. There is also a "jumping" parameter for weapons that can pressure ledges like Splatanas. AOE is doable but tricky mostly because it's difficult to visualize and communicate to the user.

18.02.2025 21:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thank you! It's only a small part of what the planner will eventually be. If you have any feature requests/ideas for things like coaching and content creation, feel free to drop them anytime. I still lack a lot of perspective in those areas, so I'm always looking for feedback

18.02.2025 21:19 โ€” ๐Ÿ‘ 11    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thank you! Theres a lot planned, layering is one of them in cases like Romens overpass, as well as accounting for aiming up/down. The challenging part is automating as much of this as possible, so I dont have to manually edit 160 stage images to extract all necessary textures and data.

18.02.2025 18:22 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Map planner but you can see the effective range of the weapon. Very early prototype, but its working

17.02.2025 21:40 โ€” ๐Ÿ‘ 532    ๐Ÿ” 141    ๐Ÿ’ฌ 23    ๐Ÿ“Œ 2
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Generating a depth texture from a map screenshot. Runs in two steps at about 90ms per generation.
Still having trouble with walls and unpaintable floors but its looking promising.
I might be cooking if this works.

12.02.2025 22:00 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Very little! Things have stayed mostly the same. I updated the wording a bit, made the line between expression params and OSC dotted, added the new PB params, and cleaned up the graph. Nothing super substantial, but some things should be clearer now.

05.02.2025 14:46 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Blank version for translations

04.02.2025 20:28 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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