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Mephisztoe

@mephisztoe.bsky.social

Entrepeneur, CEO, Developer, Husband, Father. Loves games, loves reading, loves playing the piano, loves 3D-printing and the Commodore 64 - getting back into #GameDev - Co-Creator of #BomberfunTournament

55 Followers  |  233 Following  |  282 Posts  |  Joined: 19.12.2023  |  2.1603

Latest posts by mephisztoe.bsky.social on Bluesky

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Didnโ€™t expect that although I subscribed to the #DigitalTalk. I am so looking forward to have a look at the disk later! ๐Ÿฅฐ #C64 #DiskMag #Floppy #Commodore #Retro

14.08.2025 15:02 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Next up: Animated Objects. In the meantime I also learn how to animate stuff using Blender 2.79b and get that stuff imported into our pipeline. However, I am experiencing a hard time playing back these animations in-game. However, I am confident that I am going to solve this challenge as well.

14.08.2025 14:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

After a couple of days of research and sleepless nights, I was finally able to reconstruct my memory of what we did in regards of Bumpmaps 25 years ago. And step by step I am learning how our Level Editor actually works. So today I was finally able to make things work with or without bumpmaps. ๐Ÿ˜…

14.08.2025 14:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Long time no #GameDev updates. Here's why: While trying to establish a new pipeline to get new 3d objects modelled and integrated into #BomberfunTournament, I noticed that when #BumpMapping is enabled in the game, all new objects are pitch black, no matter what I did.

14.08.2025 14:38 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

3rd week of vacation. Woke up at 5am. Got up, booted PC, started trying to get my head wrapped around how animations work in #BomberfunTournament because I want inventory items to be animated... *sigh #GameDev

11.08.2025 05:04 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Nobody noticed, eh? Itโ€™s 2.79b actually and I even found out how to get animations to work within my pipeline.

09.08.2025 10:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

As far as I remember there are also animated trees that shouldn't be as complex as the players... so maybe this is the way...

07.08.2025 22:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

However... it also turns out that not only the game has only the players as real animated objects, the process is also kinda complex. So if I wanted to add animated inventory items for instance, I need to find out how I can properly animate them using my engine. But...

07.08.2025 22:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Turns out that using Blender 3.79b, I can create keyframe animated 3D object and export them to DirectX x-files. I am then able to do some import and export using my old Deep Exploration tool and then I can actually import the result into my own toolset.

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#BomberfunTournament #GameDev

07.08.2025 22:38 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

GeoCities!! Didnโ€™t read about that for quite some time. ๐Ÿคฃ

07.08.2025 12:35 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

We actually have a written statement from HudsonSoft that allows us to develop and publish a commercial Bomberman-like game. We did so already in 2002 and 2004 when we initially released BomberFUN and Bomberfun Tournament. The backstory to this is actually kinda hilarious. ๐Ÿ˜‚

07.08.2025 08:51 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The very first _new_ 3D object in #BomberfunTournament created with Blender. ๐Ÿ˜„ #GameDev

07.08.2025 08:16 โ€” ๐Ÿ‘ 9    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

All 3d objects in #BomberfunTournament have been designed with LightWave. 25 years ago. They have been exported to DirectX's .x-Format that our own, proprietary level editor was able to import. I will now start finding out how to create new 3D objects using Blender and get this to work. #GameDev

07.08.2025 06:12 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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So inventory items have a different goodie-frame now to better understand which button to use: You can still drop bombs as you like and only drop ice bombs when it makes "sense" to you. ๐Ÿ˜„

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#GameDev #BomberfunTournament #Steam #IndieGame

06.08.2025 20:37 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Like Sam's Journey for the Commodore C64 and the NES? <3

06.08.2025 10:49 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

So it got a seperate button. It somehow became necessary anyway when I started to think about more items that could be seen as Action/Inventory items, lol.

04.08.2025 21:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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It's actually kinda easy adding new keyboard mappings and behaviour to #BomberfunTournament. So you wanted it, you get it. A new key/button for using inventory items. #GameDev

04.08.2025 21:31 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Forโ€ฆ reasons, I cannot really explain. But I am trying to convince myself at least trying out the gameplay & feel with the buttons and then decide.

03.08.2025 19:50 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I was thinking. Right now, in #BomberfunTournament there are two Buttons. One for dropping/throwing a bomb. One for kicking it. I donโ€™t want to introduce another button which is why there is no inventoryโ€ฆ yet. But how about using possible inventory items when pressing both buttons together? #GameDev

03.08.2025 13:11 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Looks awesome!

02.08.2025 17:20 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Texture Grid Generator by Wahooney Generate stand-in textures.

I don't actually need this (right now), but it looks like something, a #GameDev should have at hand:

wahooney.itch.io/texture-grid...

01.08.2025 20:20 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The snow glows white on the mountain tonight
Not a footprint to be seen
A kingdom of isolation
And it looks like I'm the queen

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#GameDev #BomberfunTornament #IndieGame

01.08.2025 16:11 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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What do you think? #BomberfunTournament #GameDev

01.08.2025 14:08 โ€” ๐Ÿ‘ 5    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Just had a look at it. I like the onboarding process. Also the ability to add a calendar entry as a reminder is a great yet simple feature. Nothing to complain about. :)

01.08.2025 13:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

When you think a feature is basically #done, your mind awakens and tells you it's not. Because there's more to add. Like.. #BomberfunTournament has this awesome topbar nobody really looks at. It shows when your character is threatened by a bomb... or dead. Why not showing when its frosted? #GameDev

01.08.2025 12:42 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Way less. Since itโ€™s not a Game Engine, but rather a framework. Monogame is the evolution of the XNA Framework.

01.08.2025 10:54 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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It's done. New #BomberfunTournament feature "ICEBOMB" is ready for internal testing!

When hit by its explosion, you
โœ… freeze,
โœ… loose your items,
โœ… move extremely slow
โœ… blink ice-blueish
โœ… immediately melt when hit by a regular explosion

Further more, the special fx is really stunning! #Gamedev

31.07.2025 20:32 โ€” ๐Ÿ‘ 4    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Unreal engine, sorry.

31.07.2025 18:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Since I did something similar a while ago using MonoGame with no engine at all: How much of an effort is it to do this in Unity?

31.07.2025 17:59 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Look at my recent posts about Bomberfun Tournament. When bonds explode, the camera shakes. This is what I mean. ๐Ÿ˜Š

31.07.2025 14:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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