weirdyDev's profile picture. I program games sometimes.

weirdyDev

@weirdyDev

I program games sometimes.

Working on a pair matching game for the #LostRelicJam set in a #ukioye inspired garden. Just added SFX #浮世絵


weirdyDev reposted

Excited to finally let people play the ✨free demo✨ of Robotry! 🦿🤖🦾 Single player and co-op, with 2 different co-op modes! Available on Steam for a limited time: store.steampowered.com/app/1461930/Ro… #indiegames #steam


weirdyDev reposted

This is a part of my Mirror's Edge inspired scene. Comparison between 2 months ago and now. #screenshotsaturday #UE5

tomrkobayashi's tweet image. This is a part of my Mirror's Edge inspired scene. Comparison between 2 months ago and now.

#screenshotsaturday #UE5
tomrkobayashi's tweet image. This is a part of my Mirror's Edge inspired scene. Comparison between 2 months ago and now.

#screenshotsaturday #UE5

added gradients to my woodblock print style shader #MadeWithGodot


I've been working on a little woodblock print shader for #godot I still want to add outlines and gradients but I think it's coming along quite nice #GodotEngine #shader


I've been working on adding a suspension system for my truck controller. I think it's pretty much good to go #GodotEngine #gamedev #PSX #indiedev


weirdyDev reposted

天気いいー

kentoi's tweet image. 天気いいー

weirdyDev reposted

Train test. Splines are awesome. #indiedev #LittleKittyBigCity


#LDJam50 day 2 - I had barely any time today so I won't make the compo. Added a canon to fire your incriminating tax records overboard.


first day in of #LDJAM I'm making a game where try and avoid capture from the militant tax authorities that have tracked you down to a sunny tax haven. Not sure I'm happy with the visuals but needs must


weirdyDev reposted

FastNoiseLite has been added to Godot 4 (replacing OpenSimplexNoise)! As a small bonus you can now define a color ramp for your noise texture. Go check it out, feedback is always appreciated :) #GodotEngine

Hendrik_Brucker's tweet image. FastNoiseLite has been added to Godot 4 (replacing OpenSimplexNoise)!
As a small bonus you can now define a color ramp for your noise texture.
Go check it out, feedback is always appreciated :)

#GodotEngine

weirdyDev reposted

I wanted to make something beautiful so I've been working on a simulation of herding sheep 🐑. Lots of sheep. First tweet about this! Give a follow if you'd like to see progress (and bugs) #screenshotsaturday #unity3d #gamedev #madewithunity


weirdyDev reposted

I've added shadows 🌒 and the ability to adjust wall height ✨suddenly the thing feels slightly more real :3 I also feel like I've undergone a rite of passage: my first gpu crash and a driver bug 😅🏆 #screenshotsaturday #gamedev #rustlang 🦀 #opengl #bevyengine #procgen


I've got a tool mode system and different 2D primitives mostly working in my asset modelling prototype. Because vertices are grid snapped some of the polygons look a little funky (especially that sad hexagon) #GodotEngine #screenshotsaturday #madeingodot


I added a little axis orientation gizmo to my WIP asset modelling tool. #MadeWithGodot #GodotEngine


weirdyDev reposted

The beginnings of hedgerows. Nice to get some smaller scale detail in there. Also obviously a very contextual way of making the tiles more readable. I really need some better beaches though. It looks weird when they just trail off like that.

OskSta's tweet image. The beginnings of hedgerows. Nice to get some smaller scale detail in there. Also obviously a very contextual way of making the tiles more readable.

I really need some better beaches though. It looks weird when they just trail off like that.
OskSta's tweet image. The beginnings of hedgerows. Nice to get some smaller scale detail in there. Also obviously a very contextual way of making the tiles more readable.

I really need some better beaches though. It looks weird when they just trail off like that.
OskSta's tweet image. The beginnings of hedgerows. Nice to get some smaller scale detail in there. Also obviously a very contextual way of making the tiles more readable.

I really need some better beaches though. It looks weird when they just trail off like that.

weirdyDev reposted

I created a dedicated contrast texture system for the lines: an iterative simulation on the triangles that starts random and then tries to make contrasted edges different, and non-contrasted edges similar. A byproduct is a beautiful color gradient that help express connectivity


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