Skell's Avatar

Skell

@skeleton-hotel.bsky.social

One-hit-die peasant doomed to provide the skull for some evil wizard's necrophidius. 28 | he/him youtube.com/@SkeletonHotel

56 Followers  |  71 Following  |  93 Posts  |  Joined: 06.11.2024  |  2.0101

Latest posts by skeleton-hotel.bsky.social on Bluesky

Post image 12.10.2025 23:00 โ€” ๐Ÿ‘ 830    ๐Ÿ” 269    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 13
Post image Post image Post image Post image

accidentally included the same picture twice in the second post, so here's the corrected version.

08.10.2025 08:31 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

last one is rather vile.

08.10.2025 08:27 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image Post image Post image

incoming jackbox highlights from a few days ago.

08.10.2025 08:19 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
How the crossbow viewmodel appears when the player's view pitch angle is 0 degrees (looking "straight forward"/parallel to the horizon).

How the crossbow viewmodel appears when the player's view pitch angle is 0 degrees (looking "straight forward"/parallel to the horizon).

How the crossbow viewmodel appears when the player's view pitch angle is ~ 89 degrees (looking as close to "straight down" as the game allows).

How the crossbow viewmodel appears when the player's view pitch angle is ~ 89 degrees (looking as close to "straight down" as the game allows).

How the crossbow viewmodel appears when the player's view pitch angle is ~ -89 degrees (looking as close to "straight up" as the game allows).

How the crossbow viewmodel appears when the player's view pitch angle is ~ -89 degrees (looking as close to "straight up" as the game allows).

I've been going nuts lately trying and failing to find whatever chunk of code in the Source engine makes the viewmodels in HL2 adjust their offsets based on how far up/down you're looking.

It's made extra obtuse by the fact that (IIRC) very few non-HL2 Source games use this behavior.

05.10.2025 20:20 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Reason move_and_slide has been causing me grief in the first place is b/c I started work on a custom solution for handling upward stair stepsโ€”and needing to handle that logic either entirely before or entirely after the full move_and_slide call has made it that much more awkward to implement.

03.10.2025 09:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Yeah, Iโ€™ve been considering switching to a series of move_and_collides insteadโ€”Iโ€™ve just been dreading the thought of needing to reverse-engineer a lot of move_and_slideโ€™s unique (and useful) quirks.

03.10.2025 09:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Like, itโ€™s great how it can condense multiple loops of convoluted collision logic into a single function call. On the other hand, it feels like a black box whose inner workings youโ€™re not allowed to tinker with. You want to insert your own custom code between the individual collisions? No. Too bad.

03.10.2025 09:34 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I am becoming increasingly disenchanted with Godotโ€™s move_and_slide function. >:(

03.10.2025 09:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

still haven't gotten any word back from any jobs but i'm trying my best. as per usual i don't really have rent to cover past october so i'm asking for help on a rolling fund again. speaking with a recruiter on wednesday so i'm hoping i'll see some movement there. anything helps.

29.09.2025 19:09 โ€” ๐Ÿ‘ 34    ๐Ÿ” 64    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Still from House on Haunted Hill (1959): Frederick Loren (Vincent Price) is holding a prop skeletonโ€”which itself is connected to an elaborate puppeteering rig strapped to Loren's torso. He's looking past the camera toward something out-of-frame, smirking. Like, a sort of tastefully restrained shit-eating grin.

Still from House on Haunted Hill (1959): Frederick Loren (Vincent Price) is holding a prop skeletonโ€”which itself is connected to an elaborate puppeteering rig strapped to Loren's torso. He's looking past the camera toward something out-of-frame, smirking. Like, a sort of tastefully restrained shit-eating grin.

25.09.2025 21:10 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

"One thing is certain: The arts keep you alive."
-VIncent Price
#kaseyart #penandink #halloweenie

25.09.2025 19:53 โ€” ๐Ÿ‘ 475    ๐Ÿ” 132    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 3
Post image 23.09.2025 23:00 โ€” ๐Ÿ‘ 133    ๐Ÿ” 47    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Electric Dreams (1984) truly was ahead of its time. You'll find a video by some Gen X youtuber expressing agitated confusion; meanwhile most the comments are younger millenials/zoomers having fun and saying things like, "omg the autistic bisexual computer is just like me!!"

24.09.2025 01:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
A computer twink with CRT head and power cord tail posing and pouting

A computer twink with CRT head and power cord tail posing and pouting

The same computer twink but as a little devil and posing smugly

The same computer twink but as a little devil and posing smugly

Have you heard of Electric Dreams (1984)

23.08.2025 04:42 โ€” ๐Ÿ‘ 53    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

anyway I realized shortly after posting this that Class isn't even a valid Object/Variant type to check against. oops.

20.09.2025 09:16 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
A screenshot of some GDScript code, transcribed here:

static func Link_Member_To_Convar(Class_Or_Node:Variant, Member:StringNam[The rest of the line extends outside of the image crop]
	#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	# Step 0: SANITY CHECK.
	#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	var It:Variant = Class_Or_Node # Shorter var name for my sanity.
	if not (It is Class or It is Node): # We can't help you, sir.
		push_error("WE HATED THAT.")
		return

A screenshot of some GDScript code, transcribed here: static func Link_Member_To_Convar(Class_Or_Node:Variant, Member:StringNam[The rest of the line extends outside of the image crop] #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Step 0: SANITY CHECK. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ var It:Variant = Class_Or_Node # Shorter var name for my sanity. if not (It is Class or It is Node): # We can't help you, sir. push_error("WE HATED THAT.") return

me devolve into cave programmer.

20.09.2025 05:44 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

now what you hear is not a test, i'm fapping to the beat

and me, the groove, and my friends are gonna try to use your feet

19.09.2025 16:53 โ€” ๐Ÿ‘ 20    ๐Ÿ” 7    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0
Post image

i was waffling between that and this

19.09.2025 19:58 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
rejected by the majority.

rejected by the majority.

19.09.2025 18:39 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I *know* about exports, but the sliders and text boxes are frankly annoying to manage when I'm setting up foundational systems and classesโ€”trying to keep as much as I can neatly contained in the actual scripts, where all the other important stuff is.

15.09.2025 07:10 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I really wish you could just directly override the default values for inherited class variables in Godot. What do you MEAN every time I want to extend one class from another, I'm expected to do some klugey shit like re-assigning all the variables from inside _init or _ready???

15.09.2025 06:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Video thumbnail

i have some new music out in the form of seven vocaloid-led demos, comprising a variety of tones, timbres and titles. listen now, before i do something drastic!
soundcloud.com/zzzajac/sets...

07.09.2025 21:50 โ€” ๐Ÿ‘ 5    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Grayscale photo from the โ€œBald Knobbersโ€ Wikipedia page, depicting a group of the titular Bald Knobbers in their weird black-and-white, striped-horned masks. Caption below the photo reads, โ€œDepiction of Bald Knobbers in the lost 1919 film The Shepherd of the Hills.โ€

Grayscale photo from the โ€œBald Knobbersโ€ Wikipedia page, depicting a group of the titular Bald Knobbers in their weird black-and-white, striped-horned masks. Caption below the photo reads, โ€œDepiction of Bald Knobbers in the lost 1919 film The Shepherd of the Hills.โ€

Dead Rising screenshot of a crowd of the โ€œTrue Eyeโ€ cultistsโ€”the guys that wear yellow raincoats + boots and green not-quite-Ghostface masks.

Dead Rising screenshot of a crowd of the โ€œTrue Eyeโ€ cultistsโ€”the guys that wear yellow raincoats + boots and green not-quite-Ghostface masks.

these guys are the same to me. like in their vibe.

07.09.2025 01:08 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Time Traveler, by cathode death ray 8 track album

Happy Bandcamp Friday! For the occasion, I have released a single and pre-order for my upcoming album, Time Traveler. I hope you enjoy the available single, disarmed. cathodedeathray.bandcamp.com/album/time-t...

05.09.2025 18:23 โ€” ๐Ÿ‘ 6    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 4
Preview
Donate to Abby & Elsie's Great Big Eviction Crisis, organized by Abby K Hi, I'm Abby. We've been served with a no-fault eviction notice two weeks after myโ€ฆ Abby K needs your support for Abby & Elsie's Great Big Eviction Crisis

Hi everyone. I recently lost my job before we were shortly served with a no-fault eviction notice among existing debts. I'm struggling to find new work & final rents in addition to moving costs are coming up soon.

Anything you can spare or boosts would be greatly appreciated.

gofund.me/4813e939

30.06.2025 21:35 โ€” ๐Ÿ‘ 42    ๐Ÿ” 94    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 11

Obviously autoloads are still needed for things that only instanced objects can do. But if all you want is a function(s) to condense several lines of code into one lineโ€ฆ you can just define a static function inside a custom named class. You donโ€™t need an always-on, instanced node to hold that.

30.08.2025 14:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Weird in retrospect how when I was looking up how to make โ€œglobalโ€ functions in Godot (that is, functions you can access from any script), the results were all about doing so via autoloads/singletonsโ€”but no mention of static class functions.

30.08.2025 13:50 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
@warning_ignore_start("INT_AS_ENUM_WITHOUT_CAST") # YOU ARE NOT HELPFUL TO ME.

@warning_ignore_start("INT_AS_ENUM_WITHOUT_CAST") # YOU ARE NOT HELPFUL TO ME.

hate this guy

29.08.2025 16:24 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

yeah I only recently became aware of there being a meaningful difference between == vs 'is' (hadn't made a ton of code that needed to compare classes). Given the trend established by all the other stuff, I just assumed it was yet another, "type this operator however u want :)" thing.

25.08.2025 04:37 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

@skeleton-hotel is following 20 prominent accounts