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betalars.bsky.social
@betalars.bsky.social
#GameDev and #3DArtist. Using #Godot and #blender to create frame of mind, an open source game about thoughts, mental health and growing up.

Autistic, queer, disabled. Always failing forward, open to be educated.

Making @polynormalgames.bsky.social‬
The crouch #animation was controversial on #gamescom. Many liked the playfulness, but there was some confusion and motion sickness.

So if you choose to use the crouch-button, you will get an alternate fast animation.

Also: do you know any #games that offer reduced motion?
#gamedev #accessibility
September 4, 2025 at 2:59 PM
Using everything at my disposal to communicate with my #composer.

#Music is such a difficult thing to communicate about and collaborate on.

And I made the mistake of not telling my composer why I chose him. Because they went far more out of their comfort zone than I needed.
#gamedev #collaboration
August 4, 2025 at 12:04 AM
Okay I think I would like to offer a counter-statement:

When people ask us to describe our approach to IT security.
July 17, 2025 at 10:42 AM
Progress on my shaders for @produno.bsky.social's SpaceSlog!
You can't see it, but these clouds are all actually moving! Figuring out realistic weather patterns was so cool.

Also: as the sand planets can have thicker or thinner atmosphere, they can also have more or less creators.
#gamedev #shaders
June 15, 2025 at 10:03 PM
oh by the way .. you say you like staying connected and engaged ...
June 15, 2025 at 11:57 AM
On a meta level I also really like how exactly this issue is in the game.

The typos are not in the game because I didn't bother fixing them. They are in there because I bother with too many other things at once.
June 15, 2025 at 11:52 AM
Most of it is also already implemented, but the demo menu also has to work well for conventions so you can't mess with too many settings.
June 15, 2025 at 11:36 AM
Distinguishable variable names. So important.

This causes a bug that only occurs in specific random circumstances (1 out of 6 chance if I am not mistaken) and that is also not game-breaking so it went under the radar for a long time.

It also took hours to hunt down for good.
#gamedev #debugging
June 8, 2025 at 4:27 PM
The worst part about #slop

It makes humans forget we are capable. You know what young people often ask me when they play my game? Is this AI generated?

You poor souls, humans have done art far more intricate than this for centuries. And AI isn't even that good at it to begin with.
June 5, 2025 at 8:04 AM
I like that my game that is about a beautifully flawed character also has some quite beautiful flaws. I sometimes want to keep some of these #bugs ... but maybe have them activate with a cheat code or something ...
#gamedev
June 4, 2025 at 8:17 PM
The correlation of time of day and quality of commit messages.

Follow @polynormalgames.bsky.social to get posts about this game that are more coherent than mine.

#programming #gamedev #opensource #programmerhumor
June 3, 2025 at 9:43 PM
What it does very basically is calculate a slope vector (green) based on stair height, length and transition, then create a horizontal vector (pink) to cover the remaining length.

I then gradually scale these vectors using cosine to blend between sloped and horizontal movement.

🧵 7/7
May 4, 2025 at 1:44 PM
So I didn't really wanted to bother with that. It just felt wasteful and as I was already expecting a lot of math so the stairs would neatly move in and out of each other when starting to raise, I spend an afternoon with cosine, vector math and #gsgl to create this displacement shader.

🧵 6/7
May 4, 2025 at 1:44 PM
I workaround this with hulls!
My stair model is made of a surface with ridges and then a hull of fins on top of that.

Because my inner normal-map uses trenches instead of "accurate" rills, it even reveals more wall when look at it from an angle, creating a good illusion of depth.

🧵 3/7
May 4, 2025 at 1:44 PM
Okay, everyone has seen Escalators, but how about recreating them in #godot?

Well this is one of the things that get really complicated in terms of #techart, so strap in dear #gamedevs let's escalate.

1. how do we deal with the geometry?
2. how do we go about the animation efficiently?

🧵 1/7
May 4, 2025 at 1:44 PM
Okay I am pretty sure they meant to warn me that vale is very thorough in this process and that I should expect it to take some time.

But I got warned @valvesoftware.com even tests font size when verifying games for #SteamDeck.

So I made a reference image and decided to be a bit silly about it.
March 31, 2025 at 8:36 PM
Game devs!
Share your game engine and 3 screenshots of your game!

#indiedev #gamedev
March 31, 2025 at 8:31 PM
💫 2D Planet generator I am making for @produno.bsky.social's game SpaceSlog in #Godot!

These #shaders use a lot of hacky math and a lot of color gradients to render authentic and art-directable ocean, jungle and magma planets.

#gamedev #techart
⚠️As it is contract work, this image is not copyleft!⚠️
March 12, 2025 at 12:41 PM
#queer #sticker I made today as a gift.
February 27, 2025 at 5:25 PM