BunkWire²ˣ⁸'s Avatar

BunkWire²ˣ⁸

@bunkwire2x8.bsky.social

Programmer with miscellaneous technical skills. Working on shitty game dev things in Godot. Currently searching for a job. Whether it be a random ass program, video editing, or graphic design. Hire me, I beg. I need money. Formerly known as 'Goy288'

98 Followers  |  321 Following  |  293 Posts  |  Joined: 26.11.2023
Posts Following

Posts by BunkWire²ˣ⁸ (@bunkwire2x8.bsky.social)

Does anyone with a really hefty cartoony bag with dollar signs on the sides wanna hire a game dev programmer guy? I promise that I know how.

23.02.2026 07:53 — 👍 1    🔁 0    💬 1    📌 0
Preview
2.0 Update - Grand Overhaul (+Sprite2D support) This is a BIG update. So much is overhauled, that it's unfortunately not backwards compatible , and only supports Godot 4.5+. I just wanted to get that out of the way before continuing. Apologies to l...

PaperSkeleton 2.0, the "Grand Overhaul" update, is finally out. Here's the update log:

bunkwire2x8.itch.io/paperskeleto...

26.01.2026 04:50 — 👍 2    🔁 0    💬 1    📌 0
Video thumbnail

Bullshit feature has been implemented.

23.01.2026 05:23 — 👍 0    🔁 0    💬 0    📌 0
Post image

This shit just auto-installed on my computer.

Two things:
1. I didn't even restart/update, so Windows just downloaded this in the background.
2. I'm on Windows 10.

20.01.2026 17:04 — 👍 0    🔁 0    💬 0    📌 0
Post image

I'm sorry, but the voices in my head scream at me to attempt to implement yet another bullshit feature.

19.01.2026 06:39 — 👍 1    🔁 0    💬 1    📌 0
Post image

A few days ago in a VC debate about Undertale genocide run's narrative, I described my belief that the genocide run is an inverse of the pacifist run (Chara subsuming Frisk's identity) and how Chara is also a manifestation of the player's drive for completion and I felt like this:

10.01.2026 17:21 — 👍 0    🔁 0    💬 0    📌 0
Post image

..Anyway, among other things, this should allow one to also add special texture maps that consistently go across the entire rig.

09.01.2026 07:07 — 👍 1    🔁 0    💬 1    📌 0
Video thumbnail

But in cooler news, I made my own projected UV implementation that I think should allow for some pretty cool effects.

08.01.2026 08:43 — 👍 0    🔁 0    💬 1    📌 0

As such, I'll be switching the default diffuse mode back to burley.

The specular mode will still be set to toon though, as it has been rather effective at making sure certain dark outlines and colors pop out a bit better under harsh lighting.

08.01.2026 05:14 — 👍 0    🔁 0    💬 1    📌 0

Okay, it seems to be more the way that shadows are currently projected, which is a bit of a dilemma.

Certain lighting modes process shadows in a way that doesn't seem to compliment 2.5D rigs, causing weird artifacts with this flat mesh setup when using lambert wrap or toon modes.

08.01.2026 04:55 — 👍 0    🔁 0    💬 1    📌 0
Post image Post image

...Actually, there may be some downsides to using the toon diffuse mode.

Most notably, shading can get all weird when at certain angles with `diffuse_toon`. This appears to be due to how this mode imitates hatching. This looks okay on models with depth, but is kinda awful on 2.5D models.

08.01.2026 00:02 — 👍 0    🔁 0    💬 1    📌 0

This can of course be reverted by typing

`#define DIFFUSE_MODE DIFFUSE_BURLEY`
...and...
`#define SPECULAR_MODE SPECULAR_SCHLICK_GGX`

Forgoing lighting/shading entirely is also an option, simply by typing in `#define UNSHADED 1`.

06.01.2026 07:14 — 👍 1    🔁 0    💬 1    📌 0
Post image Post image

I also think I'll be switching to the `diffuse_toon` and `specular_toon` render modes as the new defaults for the shaders.

The colors are more vibrant and significantly less washed out in toon mode, which makes me fell pretty dumb for not utilizing them sooner.

Before and after:

06.01.2026 06:28 — 👍 1    🔁 0    💬 1    📌 0
Post image Post image Post image

Experimented a bit, and, with relative ease, I was able to make a material that mimics Shadow Mario's gradient effect.

06.01.2026 03:55 — 👍 0    🔁 0    💬 1    📌 0
Post image

Getting much closer to the PaperSkeleton 2.0 release, but I just want to make sure my shader setup is as reasonably approachable as possible.

Using preprocessing code and shader includes, I've made a sort of pseudo-material interface.

05.01.2026 00:16 — 👍 3    🔁 0    💬 1    📌 0

This took a surprising amount of effort to pull off right. Older versions had a bug involving the billboarding updating a frame too late.

This is also technically an update for PaperBoneAttachment3D. Due to how billboarding is no longer done with bones, the transform now has to account for that.

27.12.2025 21:36 — 👍 0    🔁 0    💬 0    📌 0
Video thumbnail

Been making way too many PaperSkeleton 2.0 update logs just on my Twitter. Feel like I should post updates here far more.

Updated billboarding to automatically respond to camera switching.

27.12.2025 21:27 — 👍 0    🔁 0    💬 1    📌 0
Post image

felt like a dweeb making this

07.12.2025 01:53 — 👍 0    🔁 0    💬 0    📌 0
Preview
Status Update - Currently Working on Version 2.0 I've been posting a lot of updates to my Twitter, but for those out of the loop, I've been working on a major overhaul for this addon for a good while now. After experimenting a lot with PaperSkeleton...

Oh yeah, haven't mentioned it on this platform, but for the few people that follow me for it, I've been greatly overhauling PaperSkeleton for awhile now.

Here's a status update from two weeks ago for more details:
bunkwire2x8.itch.io/paperskeleto...

Spoilers: There's gonna be Sprite2D support.

05.12.2025 00:06 — 👍 1    🔁 0    💬 0    📌 0

The neat thing with it, is that you can use its `get_display_property_list()` function to add it to other interfaces.

Like with the bone modifier overhaul that I'm working on for my PaperSkeleton addon.

05.12.2025 00:06 — 👍 0    🔁 0    💬 1    📌 0
Post image

Recreated Node3D's transform section as a resource, because the export property for Transform3D being just a basis and a position slapped together is unintuitive as hell.

Always found it weird that Godot didn't already have something like this built-in.

04.12.2025 06:55 — 👍 2    🔁 0    💬 0    📌 1

The design for the 2D model showcased in the thumbnail and video was made by @nightfawnart.bsky.social, so please go check her stuff out as well!

11.08.2025 21:38 — 👍 1    🔁 0    💬 0    📌 0
I Added 'Paper Mario'-Style Model Support to Godot (2.5D Skeletal Rigs w/ PaperSkeleton)
YouTube video by BunkWire2X8 I Added 'Paper Mario'-Style Model Support to Godot (2.5D Skeletal Rigs w/ PaperSkeleton)

Released a proper showcase video about my PaperSkeleton addon, a way to easily implement 2.5D skeletal rigs in Godot!

youtu.be/SrHYdrwTya8

#Godot #GodotEngine #GodotAddon #MadeWithGodot #MadeInGodot #GameDev #IndieDev

11.08.2025 21:38 — 👍 12    🔁 5    💬 1    📌 0
Video thumbnail

I modelled a hammer

20.07.2025 01:28 — 👍 1    🔁 0    💬 0    📌 0
Preview
Steam Workshop::The Delta Rune

Here
steamcommunity.com/sharedfiles/...

28.06.2025 20:45 — 👍 0    🔁 0    💬 0    📌 0

I promise it looks better when it isn't compressed to shit lol

28.06.2025 17:50 — 👍 0    🔁 0    💬 0    📌 0
Video thumbnail

Decided to experiment a bit in Wallpaper Engine. #DELTARUNE

28.06.2025 17:49 — 👍 1    🔁 0    💬 2    📌 0

(I'll add PaperSkeleton to the asset store whenever I finish the next update and also when the store starts to support monetary transactions lol)

23.06.2025 18:46 — 👍 0    🔁 0    💬 0    📌 0

PaperSkeleton stocks are rising baybeeeee

23.06.2025 18:43 — 👍 1    🔁 0    💬 1    📌 0
Video thumbnail

Because Sound Alerts was down for me for a couple days, last night I tried out a different method on stream of playing meme videos directly from OBS

Turned out as well as I expected.

14.06.2025 20:05 — 👍 24    🔁 7    💬 1    📌 0