I'm gonna continue working to see if it has potential, as a tech demo it's cool but I have to see if I can iron out issues with the controls, which it has tons of, otherwise I can see a cool run and gun or shmup with some platforming involved!
February 9, 2026 at 11:14 PM
I'm gonna continue working to see if it has potential, as a tech demo it's cool but I have to see if I can iron out issues with the controls, which it has tons of, otherwise I can see a cool run and gun or shmup with some platforming involved!
Yes it's the Godot rapier plugin, plus a custom spring class cause the default spring node doesn't let you define the anchor points on the attached bodies, and I needed that functionality
February 9, 2026 at 10:08 PM
Yes it's the Godot rapier plugin, plus a custom spring class cause the default spring node doesn't let you define the anchor points on the attached bodies, and I needed that functionality
To be fair, this is the culmination of many a dead attempts along the past to do this, this time with many helper scripts and insights into Godot's physics engine accumulated from other projects over time
February 9, 2026 at 9:19 PM
To be fair, this is the culmination of many a dead attempts along the past to do this, this time with many helper scripts and insights into Godot's physics engine accumulated from other projects over time
Prototype of the day: A tank with spider legs, I know the rig is kinda good cause it gives me minor arachnophobia, but at the same time the legs are kinda too long so I have to work on that. #gamedev#godot#indiedev
February 9, 2026 at 6:23 PM
Prototype of the day: A tank with spider legs, I know the rig is kinda good cause it gives me minor arachnophobia, but at the same time the legs are kinda too long so I have to work on that. #gamedev#godot#indiedev
For people afraid of commitment, they should add a 'git suggest' command so we can go 'git suggest --maybe "this change looks cool, right?"' and git goes "sure sure" and commits it for us.
January 27, 2026 at 1:40 PM
For people afraid of commitment, they should add a 'git suggest' command so we can go 'git suggest --maybe "this change looks cool, right?"' and git goes "sure sure" and commits it for us.
I finally updated my overlay to work with Assetto Corsa Rally, now I can display tire traction information to viewers so they can get an idea of what I might be feeling on the steering wheel! Update is free over at: luizzak.itch.io/racing-overlay#AssettoCorsaRally#simracing#streaming
January 21, 2026 at 8:52 PM
I finally updated my overlay to work with Assetto Corsa Rally, now I can display tire traction information to viewers so they can get an idea of what I might be feeling on the steering wheel! Update is free over at: luizzak.itch.io/racing-overlay#AssettoCorsaRally#simracing#streaming
We just launched the Steam Page for the Demo of SCOPECREEP! The Demo is set to be released on February 2nd, mark it on your calendar! And if you haven't already, drop a wishlist! #gamedev#indiedev#incremental#godot#scopecreep
We just launched the Steam Page for the Demo of SCOPECREEP! The Demo is set to be released on February 2nd, mark it on your calendar! And if you haven't already, drop a wishlist! #gamedev#indiedev#incremental#godot#scopecreep
I could add that as an option later, that wouldn't be a bad idea! Right now it's tricky cause the resources assume they are being viewed from the front.
June 8, 2025 at 5:54 PM
I could add that as an option later, that wouldn't be a bad idea! Right now it's tricky cause the resources assume they are being viewed from the front.
So I was messing around with my custom racing overlay, when I found out that the racing game I play can share car information such as rotation and velocity via a UDP socket, allowing me to do such things as roll the overlay with the in-game car... #gamedev#godot#streaming#simracing
June 8, 2025 at 4:58 PM
So I was messing around with my custom racing overlay, when I found out that the racing game I play can share car information such as rotation and velocity via a UDP socket, allowing me to do such things as roll the overlay with the in-game car... #gamedev#godot#streaming#simracing
It's a design choice that is tied to the players sprite: since I need a weapon animation for all body states (over 20 at this point), I decided to go with a single rifle design that means "pickup weapon", along with the base pistol animations, and so it ended up the same for all crates.
April 14, 2025 at 8:23 PM
It's a design choice that is tied to the players sprite: since I need a weapon animation for all body states (over 20 at this point), I decided to go with a single rifle design that means "pickup weapon", along with the base pistol animations, and so it ended up the same for all crates.
Some animated weapon crates for my game. I tried to go with a diegetic design than arcade, and am happy with how they are turning out! #pixelart#gamedev
April 14, 2025 at 7:27 PM
Some animated weapon crates for my game. I tried to go with a diegetic design than arcade, and am happy with how they are turning out! #pixelart#gamedev
Apparently even on desktop there's two upload buttons, one for images and one for videos. If you upload an animated .gif through the image button it's not animated.
March 28, 2025 at 8:52 PM
Apparently even on desktop there's two upload buttons, one for images and one for videos. If you upload an animated .gif through the image button it's not animated.
While retexturing the very first sprite for my game, I decided to google what a helicopter actually looks like and... Well, I had to go back and redesign the thing a bit #pixelart#gamedev
March 28, 2025 at 5:53 PM
While retexturing the very first sprite for my game, I decided to google what a helicopter actually looks like and... Well, I had to go back and redesign the thing a bit #pixelart#gamedev
Another day, another enemy sprite for my game sketched and finalized. This time I challenged myself to not overdo on paneling and use dithering to texture a big smooth surface instead. Bonus death sprite included #pixelart#gamedev
March 26, 2025 at 12:23 AM
Another day, another enemy sprite for my game sketched and finalized. This time I challenged myself to not overdo on paneling and use dithering to texture a big smooth surface instead. Bonus death sprite included #pixelart#gamedev