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Moonwire Media

@moonwiremedia.bsky.social

A small independent group with an ethos of making unique and compelling games that have the ability to leave a lasting impact on the player. πŸ¦‡ Developing BloodDrive, beat-em up RPG combining MOTHER and Yakuza πŸŒ™ Discord: discord.gg/bEWf7aXhHp

45 Followers  |  5 Following  |  3 Posts  |  Joined: 23.10.2024
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Posts by Moonwire Media (@moonwiremedia.bsky.social)

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I'm really proud of the state LunarFramework is in, a massive framework that adds proper multiplayer, actor/remote system, gamemode system, Half-Life 2 styled versions of these components, and other goodies into Godot!

It's being used by all our games now! :D

13.02.2026 03:44 β€” πŸ‘ 14    πŸ” 7    πŸ’¬ 1    πŸ“Œ 0
Various iterations of a character named Lori, she's wearing fashionable late 70's and early 80s work place attire.

Various iterations of a character named Lori, she's wearing fashionable late 70's and early 80s work place attire.

Character redesign iterations for Lori from Nightmarish Evils
@moonwiremedia.bsky.social

07.09.2025 04:08 β€” πŸ‘ 15    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
A lanky cowboy werewolf with dark brown fur with a faint tint of green, their overall shading being akin to Team Fortress 2.

A lanky cowboy werewolf with dark brown fur with a faint tint of green, their overall shading being akin to Team Fortress 2.

The same cowboy werewolf but no longer posing.

The same cowboy werewolf but no longer posing.

Salvador model from Nightmarish Evils, a "villian hero shooter" being developed by @moonwiremedia.bsky.social

22.08.2025 00:04 β€” πŸ‘ 30    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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so this is very silly but theres no good piss easy collaborative level design tool we could all use so we built the entire lycanthropy game map in minecraft before going in-engine

31.07.2025 07:44 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Text from image:
"""
Barla, 2006
β€’ Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

β€’ Fresnel-like creates a hard β€œvirtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)

Text from image: """ Barla, 2006 β€’ Barla has extended this technique by using a 2D texture lookup to incorporate view-dependent and level-of-detail effects. β€’ Fresnel-like creates a hard β€œvirtual backlight” which is essentially a rim-lighting term, though this term is not designed to correspond to any particular lighting environment. """ There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)

Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
"""

Text from image: """ 7 Future Work In future projects that call for illustrative rendering, we would like to further extend the model described above. For example, we have already experimented with extending our modification of the tradi- tional Lambertian term to increase saturation of the particular hue of the albedo texture. To do this, we compute the hue of the albedo using shader operations and use the hue as the second coordinate into a 2D map which is an extension to the 1D map shown in Fig- ure 7, where hue varies along the new axis. In practice, even a tightly optimized RGB-to-Hue conversion routine compiles to more than twenty pixel shader cycles, and we weren’t willing to bear this expense on Team Fortress 2 era hardware. In the future, we would like to be able to include this kind of extension to our diffuse model. """

a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.

a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.

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i've been up to some more tf2-style shader shenanigans
valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2

30.07.2025 18:18 β€” πŸ‘ 77    πŸ” 21    πŸ’¬ 3    πŸ“Œ 0
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πŸŒ™ Hey folks, we're on Bluesky now! Time for some introductions...

We're working on a beat-em-up RPG called BloodDrive, drawing inspiration from MOTHER and Yakuza!

#godot #godotengine #indiedev #gamedev

24.10.2024 02:50 β€” πŸ‘ 20    πŸ” 10    πŸ’¬ 3    πŸ“Œ 2

Finished model for the werewolf character :)

16.06.2025 02:48 β€” πŸ‘ 6    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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some weird lights showed up in my debug room πŸ³οΈβ€βš§οΈ

02.06.2025 21:59 β€” πŸ‘ 20    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Sketches Lost To Sea (Full Album)
YouTube video by cazsu Sketches Lost To Sea (Full Album)

Sketches Lost To Sea

www.youtube.com/watch?v=V4eZ...

27.05.2025 21:37 β€” πŸ‘ 5    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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HEY, WE'RE STILL ALIVE!

Here's information on what's going on along side our project timeline!

27.05.2025 21:37 β€” πŸ‘ 8    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
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new dev post on the POSTAL inspired game
player character has been going through a redesign along with gameplay, heres some concept art of them :)

05.04.2025 23:35 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 1

modeled and textured B)
unhappy with the face texture but ill make adjustments soon

06.04.2025 18:06 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 1
Character model sheet of a character named "J." He's a skeleton wearing a dirty green jacket with a tan shirt.

Character model sheet of a character named "J." He's a skeleton wearing a dirty green jacket with a tan shirt.

This was already posted on the other stinky site, so I should post it here too!

Character for an unannounced villain hero-shooter being developed by @moonwiremedia.bsky.social
#art #blender #gamedev #indiedev

11.11.2024 05:58 β€” πŸ‘ 27    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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dude... 🀒

29.10.2024 23:14 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0

I do programming and art for this!!

26.10.2024 19:56 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

i made the music and sound effects for this game :3

24.10.2024 17:20 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

πŸŒ™ Hey folks, we're on Bluesky now! Time for some introductions...

We're working on a beat-em-up RPG called BloodDrive, drawing inspiration from MOTHER and Yakuza!

#godot #godotengine #indiedev #gamedev

24.10.2024 02:50 β€” πŸ‘ 20    πŸ” 10    πŸ’¬ 3    πŸ“Œ 2