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zomebody.bsky.social
Zomebody
@zomebody.bsky.social
I make games.
I believe it should now be playable again! Thanks for letting me know
January 14, 2026 at 12:39 PM
Working on a 3d particle editor! #love2d #gamedev
January 4, 2026 at 3:33 PM
Finally getting back into working on gameplay after 4 months of engine upgrades. Currently setting up a better test map.

I suppose this is also the first footage on here that includes wind trails and foliage sway. 👀

#love2d #gamedev
October 2, 2025 at 3:30 PM
He's going to turn water into wine and then get sued by Big Alcohol™ for tanking their stock value.
September 23, 2025 at 11:12 AM
Rare double post! Also reworked some of my particle emitter logic to support rotating whole emitters, including any particles that are already emitted. #love2d
September 4, 2025 at 9:20 PM
Upgraded my renderer's lighting system to allow for more vibrant colors - at the cost of requiring more manual tuning.
September 4, 2025 at 8:58 PM
Ah, I always thought the bare minimum was "mouth", "ears", "quiet environment", "no language barrier" and "not falling asleep midway through"
August 18, 2025 at 1:03 PM
Been a bit since I shared progress on my renderer.

Spent a while implementing a shader for water/waterfalls and other liquids, improving the shading on foliage, optimizing performance and building a better pipeline for exporting maps from Blender to Love2d. #love2d
July 17, 2025 at 3:52 PM
Thanks for clarifying, I thought you were turning down the master volume in your settings when I tried to talk to you. Good to know you were instead simply counting on my ability to fend off surprise encounters while you recharged.
July 13, 2025 at 8:00 PM
Love seeing the progress Dan. You're making me curious though. Do you have a specific end goal in mind for this project? A game? A blog post? Or wherever the wind takes you?
May 30, 2025 at 3:50 PM
Implemented spritesheet functionality into my particle shader & blending to handle semi-transparent particles.
May 29, 2025 at 3:18 PM
You know you're too deep into debugging your code if you're happy to see your program change from crashing to freezing.
May 21, 2025 at 12:32 AM
Finally added card info & made it possible to play the cards.
May 8, 2025 at 1:42 PM
More progress on turn-based battle prototype. Units can now move around and attack. Cards are next on the to-do list.
April 29, 2025 at 1:23 AM
Overworld -> battle transition concept. Next up: being able to select & move units, and play cards on them.
April 19, 2025 at 12:50 AM
Prototyping a card system
April 16, 2025 at 6:07 PM
Working on improving scene management. Generalized the process to make it easier to program scene switches in UI or through in-scene triggers.

Starting to look more and more like an actual engine.
April 10, 2025 at 12:43 PM
What did you use to create the soft shadows?
March 29, 2025 at 10:30 PM
And when your camera zooms in on it you can hear a faint sizzling.
March 17, 2025 at 8:22 PM
Experimenting with an art-style that could fit in with the 3d renderer I wrote in #love2d. Had to rework my Blender plugin to export scenes from Blender into my Love2d projects. Definitely worth it though.
March 14, 2025 at 12:49 AM
Implemented real-time shadow maps and bloom into my #love2d 3d renderer. Performance is surprisingly good given how I botched the code.
March 1, 2025 at 2:57 PM
Quick and simple burning effect shader written in #love2d using a noise image as a mask.
February 20, 2025 at 11:00 PM
Been playing around with #love2d a lot recently. Created a prototype for loading & unloading rooms with basic character movement, collisions, questionable click-to-move pathfinding and a simple transition UI.
February 11, 2025 at 11:30 PM
A lil' splash screen I made. #love2d
January 28, 2025 at 1:57 AM
Reworking my portfolio website to show off some of my recent work. Super happy with this format, especially the interactive 3d asset viewer.
January 9, 2025 at 1:31 AM