HaplessDev

HaplessDev

@haplessdev.bsky.social

Pronouns: He/Him Hobbies: Programming, pixel art, and game dev. Has: Shiny Object Syndrome. Favorite pet: Cat haplessdevjake.itch.io

17 followers77 following83 posts

I really enjoy learning how to make shaders and systems, in this I replicate a portion of the style from Animal Well (scanlines, outline shader and bloom) in Godot its an old (3 years ago) project i decided to revamp. Even built a custom room loading system for it!

Everyone who sees this should go look at (and buy if you so please) Chloe’s game, She’s been working on it for a while now and it looks fun! #indiedev #ipostsoirregularthismightnothelpmuch

ⓘ chloe@unluckychloe.bsky.social

10S FOREVER is now 1.0 this is the version that will go to steam but please buy on itch if you can - remade campaign - arcade mode - new final level - 2 player support - 4 difficulty modes - massive OST upgrade its 8 dollars now but on sale for 5 thank you so much for sharing <3 owch.itch.io/10sf

I took too long trying to replicate Quake movement... rip. But hey I learned some new cool movement code!

HaplessDev@haplessdev.bsky.social

All hail the ball of yarn! Attempting to join the #gamesforgood Code for a Cause jam, I usually run into the wall of not having time though (usually caused by over scoping or unforeseen events) Idea is a fast-paced 3D platformer about a cat killing rats and collecting yarn.

All hail the ball of yarn! Attempting to join the #gamesforgood Code for a Cause jam, I usually run into the wall of not having time though (usually caused by over scoping or unforeseen events) Idea is a fast-paced 3D platformer about a cat killing rats and collecting yarn.

I get way too easily distracted! Lack of self discipline, but hey at least it's just a fun hobby. If I can get basic "AI" (ye olden game style AI) working for certain things I could actually finish this relatively fast. Maybe I'll beat the timer that is my attention span? #hobbydev #indiedev

I also enjoy making small spooky looking prototypes, though I rarely ever share them as I can never quite get the horror genre to work when I make stuff. Well that can probably be said for most projects I've started and never finished :/ #indiedev

I use Opera (I know, I know, but the key clicks are nice) I just accidentally pressed F12 (there quick hide button) and didnt know I did it, I was working on a uni project ALL MY TABS DISAPPEARED, freaked out a bit... hit random buttons till they came back... thanks Opera for that heart attack

Figuring out how I want to build areas, for some reason I find level design easier in Blender yet prefer character modeling in BlockBench... Don't know why Anyway, ignore the clearly copied from Webfishing textures, just needed a visual for the world, as 1 gray block is hard to look at #indiedev

Just had a very scary bug happen where godot kept on confusing my models at runtime/whenever I started godot back up... luckily I just had to delete the .gltf.import files and reimport it all but god was I spooked!

HaplessDev@haplessdev.bsky.social

Figured out a way to do it and still be animating/modelling in BlockBench, I have succeeded once more in learning as little Blender as possible #indiedev

Figured out a way to do it and still be animating/modelling in BlockBench, I have succeeded once more in learning as little Blender as possible #indiedev

HaplessDev@haplessdev.bsky.social

I've run into a problem with how I'm modelling stuff... I'm using BlockBench for my models, but the normals of the model are making the inverse hull outlines break. I can fix it in Blender but I lose the animations from BlockBench as they get broken up into dopesheets per mesh... help me! #indiedev

I've run into a problem with how I'm modelling stuff... I'm using BlockBench for my models, but the normals of the model are making the inverse hull outlines break. I can fix it in Blender but I lose the animations from BlockBench as they get broken up into dopesheets per mesh... help me! #indiedev

I've run into a problem with how I'm modelling stuff... I'm using BlockBench for my models, but the normals of the model are making the inverse hull outlines break. I can fix it in Blender but I lose the animations from BlockBench as they get broken up into dopesheets per mesh... help me! #indiedev

An example of the Items, both picks use the same model just a different instanced Item where the models materials have been altered. The Items model colours/material are set using a data file... any who I just wanted another pick of my picks

Nothing new visually to show but I've got the framework for model data files AND items so no more jank with adding an item model to the characters hand... well not so much "no more" as "less than before" as I haven't decided on using materials v. textures or some mix #indiedev

Slowly but surely getting everything I want for a MVP. I now have some of the code needed for equipping an item model to an entity model The system I have right now for colouring these models is janky as heck though #indiedev

Not a big update but I set up state machines for my entities allowing me to avoid that "is_multiplayer_authority()" function for player entities now I can just disable the processing of the state machine node if that player entity is just a "doll" of another player #indiedev

P.S. sorry if these pings are boring, going to be using this account as a devlog a bit, it'll help me keep track of my progress in a less private way... hopefully that'll keep me from giving up on the project :/

A final post for the night regarding the goblin cave game, just spent an hour adjusting functions/network packets so entity model rotation could be sent/received In the earlier gif, rotation was set when the position was updated... this meant entities could not spin in place #indiedev #tired

Addit Note: before doing this, the goblin model had a weird jitter while rotating the camera and moving. Doing this fixed that jitter AND, the rotation animation happens faster now so I had to reduce the speed in code weird

This is one of many mindsets that are needed for not just game dev but all programming to survive into the future I'm glad to still see that there are developers still focusing on their output product being good, rather than the tools they use being "popular" just to catch eyes

vijay@vijay.io

i've never been one to conform to the industry standards. i mean, for one, i'm building a commercial game using javascript. but my take is that the tools don't matter. if your game is fun, people will play it. #gamedev

I'm just starting to fully shift over to bluesky, enjoying the move as it is giving me a chance to restyle things to who I am currently Anyway what I actually wanted to post is, lists are so cool I didn't even know twitter/x had that until seeing it here and wanted to check if twitter had it

Maybe making a thing, at the very least I'm trying out networking. Got a proper client-server architecture using Godot where the server/host is a player too and all data is sent through them. #indiedev

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