Bingchang the QuestFather
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bingchang.bsky.social
Bingchang the QuestFather
@bingchang.bsky.social
Quest 64 speedrunner at q64.tv, I retweet Indie Dev stuff and post pictures of my stinky dog Sakura
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Thank you to @philsalv.bsky.social and @frankcifaldi.bsky.social for highlighting Quest 64 once again, which is definitely because of their love of the game and definitely nothing else ❤️

Give it a watch!
We've added 100 new CDs to our collection of press CDs from GamePro magazine, with thousands of pieces of game art, screenshots, and more

So, what's the GamePro press CD collection? We put together an explainer
The art of GamePro | VGHF Library Highlights
YouTube video by The Video Game History Foundation
www.youtube.com
November 10, 2025 at 7:55 PM
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The goofy system I've been using to block the dondoran building heights -- moving brian until he's on the roof.
November 9, 2025 at 9:15 PM
November 9, 2025 at 1:36 PM
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Started blocking out Dondoran yesterday, also fiddling with the door exit animations to use root motion.

It does bring the autowalk doors much closer to the original though.
November 8, 2025 at 11:40 PM
November 8, 2025 at 9:51 PM
Trueeeeee
November 4, 2025 at 9:58 PM
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If you're still reading, then there's a good chance that you followed along through much of this month's posts and I want to say thank you.

It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.

All the best, gang. o7
November 1, 2025 at 3:30 AM
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#devtober day 31 - Shannon blinking

Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.

The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
November 1, 2025 at 3:30 AM
Tired girl
October 31, 2025 at 2:29 PM
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If Paper Plates gets funded, we’ll semi-commit to making a Quest 64-inspired cookbook. Help us make our dreams more than memes, link below:
October 31, 2025 at 1:23 AM
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#devtober day 30 - easier ik look for npcs

There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
October 31, 2025 at 3:14 AM
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#devtober day 29 - more blocking and camera work

The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
October 30, 2025 at 1:38 AM
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Bomberman 64 Goodies Incoming!

Hat-Loving Gamers Packed Presentation! ~ Oct 29, 2025

defaultdnb.github.io/ReCollect64/...

#N64 #ReCollect64
October 29, 2025 at 11:37 AM
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October 29, 2025 at 2:14 AM
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#devtober day 28 - blocking and door issues

Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
October 29, 2025 at 2:17 AM
I'm in New Orleans for about 36 hours, we stopped at a random taco place and it's easily the best tacos I've had, I'm so upset about good food around every corner. Not where I live :(
October 28, 2025 at 11:50 PM
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October 28, 2025 at 2:39 AM
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#devtober day 27 - better map data from lua

Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
October 28, 2025 at 2:36 AM
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#devtober day 26 - aligning monastery data

Unglamourous work to get the monastery data lined up with the npc locations + names exported. Will start blocking out tomorrow, too late tonight etc.
October 27, 2025 at 2:21 AM
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#devtober day 25 - starting magnet rock

About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
October 26, 2025 at 3:38 AM
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#devtober day 24 - fiddling with magnet rock ideas

The decal thing from magma ball would make it easier to do a dirt trail from the original's sliding rock animation, but the current placeholder has grown on me. Maybe there's another place to use this one.
October 25, 2025 at 12:59 AM
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Brianman
Source: Brian
Quest 64 (N64) by Imagineer
#Brian #Quest64 #N64 #Imagineer #Eggman #SonicTheHedgehog #EggmanPosting
October 24, 2025 at 12:19 AM
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#devtober day 23 - spinning I guess

Spent the majority of today's time matching brian's rotation to the fps vs. the original 30 fps sim, but then realized that recording this would not show anything -- "rtx on" etc.

So instead I tied the animator to the sim, and it now does the spin thing.
October 24, 2025 at 2:37 AM
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#devtober day 22 - magma ball visual arrangement

This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.

Also thinking of doing an october recap vid, lmk if interested.
October 23, 2025 at 3:35 AM