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MachineScreen

@machinescreen.bsky.social

Indie Game Dev Been making free, micro games on & off for ~10 years. The current plan is to try and make something bigger. I was @machine_screen on Twitter machinescreen.itch.io Suffolk, UK

902 Followers  |  697 Following  |  464 Posts  |  Joined: 24.07.2023  |  2.0776

Latest posts by machinescreen.bsky.social on Bluesky

Love all the bold edge highlighting

13.02.2026 13:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

😬

13.02.2026 13:17 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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10.02.2026 04:56 β€” πŸ‘ 209    πŸ” 26    πŸ’¬ 2    πŸ“Œ 0

I’d also check you don’t have a gas leak.

08.02.2026 02:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I mean, it does look sick af

05.02.2026 11:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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kinda knocked it out the park with this (dated) design document for game 2

05.02.2026 10:56 β€” πŸ‘ 65    πŸ” 7    πŸ’¬ 7    πŸ“Œ 1

I love this.

05.02.2026 11:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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teletext save

#metaxiagame #gamedev #gamemaker

04.02.2026 23:34 β€” πŸ‘ 180    πŸ” 34    πŸ’¬ 2    πŸ“Œ 1
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Positioning will be key when fighting groups of monsters.

02.02.2026 06:34 β€” πŸ‘ 18    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Ooo, looking forward to watching this later.

31.01.2026 18:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I love these, incredible work!

21.01.2026 15:45 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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weaponry for nextgameTM

20.01.2026 19:11 β€” πŸ‘ 104    πŸ” 19    πŸ’¬ 5    πŸ“Œ 0

That's comfort right there.

08.01.2026 18:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Ship it

07.01.2026 12:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
What have people got against heat pumps? | Positive Energy with Bean Beanland
YouTube video by The Eco Experts What have people got against heat pumps? | Positive Energy with Bean Beanland

Seems like a solid guy with possibly the best name ever www.youtube.com/watch?v=0WSQ...

07.01.2026 12:31 β€” πŸ‘ 42    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0

Haha, what?!

07.01.2026 12:25 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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roaming Upper Howling are amalgamations of flesh and bone, strung together by the hopes and dreams of their previous souls

07.01.2026 02:02 β€” πŸ‘ 121    πŸ” 29    πŸ’¬ 3    πŸ“Œ 0

Cool. What texel size are you using for your lightmaps? I've had issues trying to get LightmapGI to bake decent lower res maps (e.g. Quake style 0.4m texels) and have been trying to investigate what's wrong.

06.01.2026 12:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This looks great. I see you're using Godot, out of interest how are you doing lighting?

06.01.2026 11:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

That's super strange as Godot is just calling Blender's GLTF export functionality so there shouldn't be a difference between those two workflows, assuming the settings in the Godot Import tab for the .blend file are equivalent to the export settings in Blender.

05.01.2026 22:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

So with that shader active in Blender, if you export it from Blender to a GLTF and then import that into Godot the vertex colours are there? But if you try and import directly from the .blend file in Godot they're not?

05.01.2026 22:25 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Ah, my understanding is Godot can't parse Blender shaders so the vertex blending won't work. You'd need to recreate the shader in Godot. I did get a .blend file with a material and vertex colours to work but there was nothing going on in the shader, just one texture into Principled BSDF.

05.01.2026 22:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Another thought is are you using something other than Principled BSDF for the material surfaces in Blender? Godot doesn't play nice with anything else in my experience.

05.01.2026 21:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

But I've just tried it again with a different .blend file that had a couple of materials and textures as well as vertex colors and it worked fine as well.

05.01.2026 21:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

In the case that just worked there were no materials in Blender actually

05.01.2026 21:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

So if Colors is selected and you've reimported it, I have no idea why that wouldn't be working. I've just tried it in a new project and Colors was default not selected but once I selected it and reimported it seems to have worked.

05.01.2026 21:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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I believe these settings in the Import tab under the Blender heading are what Godot uses as parameters when it calls Blender's GLTF export functionality as part of the importing or reimporting process - there isn't another place I'm aware of.

05.01.2026 21:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

If you select the .blend file in Godot, go to the Import tab, scroll down to Meshes, is Colors ticked?

05.01.2026 20:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Are you trying to get vertex colours from the .blend file to appear in Godot?

05.01.2026 20:29 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I was only thinking yesterday how well Vietnam went...

03.01.2026 12:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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