FabiMakesGames | making 'Spirebound'
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fabimakesgames.bsky.social
FabiMakesGames | making 'Spirebound'
@fabimakesgames.bsky.social
Working on 'Spirebound' - an adventury semi-casual tiny world platformer.


WISHLIST IT HERE: https://s.team/a/2769480

my linktr.ee/fabimakesgames
Aaah. I prefer the lensflares!
November 17, 2025 at 12:23 PM
I don't understand what's going on here
November 17, 2025 at 11:23 AM
Could be less work and you can 3d print some figurines
November 7, 2025 at 1:29 PM
You could maybe make them in magica voxel and then just render out each of the sides?
November 7, 2025 at 1:29 PM
Hmm I wanna be in the game. If you want the pixelated characters from real life people I think u need to at least reduce the color palette more to one that fits the game but even then it will be difficult
November 7, 2025 at 1:19 PM
I am sorry :/
November 7, 2025 at 8:57 AM
Pixel art characters 100%
November 6, 2025 at 8:58 PM
Oops!
October 28, 2025 at 6:20 AM
I am not a fan of python the language. But I am a fan of python the animal, and I am a fan of python the Org ^^
October 28, 2025 at 6:17 AM
Wooow, you could make a whole happy feet spin off game!
October 28, 2025 at 6:15 AM
How much of the world and story will the player experience? I am just wondering bc that stuff usually requires quite some content and in racing games isn't easily integrated into the gameplay
October 23, 2025 at 10:12 AM
What's this game btw?
October 23, 2025 at 9:50 AM
I feel like that is not a good takeaway. That is core Spelunky and this is what other players praise.
They like gaining mastery by learning to predict the interacting systems in Spelunky.

It would be kinda like 'fixing' dark souls by 10xing the amount of player health
October 22, 2025 at 4:08 PM
I was asking because I was wondering if you were able to run shaders that sample your buffers

Personally I usually prefer to make 1 shader i.e. post process distance blur, rather than handling more files or writing more CPU logic.
I wasn't sure if that was even possible with your setup.
October 21, 2025 at 10:33 PM
btw. is this all on the cpu?
October 21, 2025 at 10:19 AM
Yes exactly switch to pre blurred textures or just smaller versions of the textures which get blurred if you sample them with linear interpolation
October 21, 2025 at 7:01 AM
Ah if you cannot manipulate the final image easily then you need to find a creative way.

Can you create mipmaps for your textures and switch to those on certain distances?

Otherwise, could you use the depth of the quads to change how they sample textures?
October 21, 2025 at 6:02 AM
Just do a post process distance blur maybe?
October 20, 2025 at 8:30 PM
Scope creep
October 17, 2025 at 3:17 PM