Liz
lizwritesstuff.bsky.social
Liz
@lizwritesstuff.bsky.social
What is this shit? So you're just not allowed to log in to twitch anymore if your browser is more than 2 months old?
January 6, 2026 at 1:00 AM
Finally managed to get a code for the shiny legendaries. No fancy card as a souvenir this time since distribution in the US was such a mess, but at least I found a place less than an hour away that hadn't run out of the new batch of codes yet.
October 7, 2025 at 2:50 AM
Fuck this state. I ain't uploading shit just to view nsfw content.
September 29, 2025 at 5:16 PM
Broke down and installed an app to tell me after second guessing armabi stuff. Some definitive proof.
July 11, 2025 at 5:01 PM
It feels like the game has caught on to my plan to send all my good shinies to home and quit and is doing everything in its power to try and stop me.
April 14, 2025 at 12:17 AM
This was just hanging out a block from my apartment.
April 9, 2025 at 11:00 PM
🤔
March 10, 2025 at 6:53 PM
Continued.
"Oh man... that is beautiful" were my literal words upon seeing the river edges successfully triangulated with accurate sand.
February 22, 2025 at 6:50 PM
The process of getting the river sectors triangulated in Escape. Alt text describing the changes.
February 22, 2025 at 6:36 PM
A compilation of triangulation issues in Escape caused by self intersecting sectors. Thankfully I've sorted this in the last week and only 2 buildings still have issues. The ✅s and ❌s indicate whether an earlier fix gave the results I wanted.
February 17, 2025 at 7:57 PM
Escape debugging from last Sunday and Monday:
A picture I labeled with block IDs to know what to export and examine with better tools. The other is a step by step of a block being triangulated in said better tools. The idea was walking along the outside rather than a generic fill approach.
February 11, 2025 at 12:09 AM
After waiting around for hours and not getting a single Sylveon from any of the 4 distortions that appeared I just went ahead and used the one from my party. That's one game down. Violet is next. Pearl isn't happening because I can't see getting a Dialga from Diamond.
February 1, 2025 at 7:19 PM
This random grass triangle in the middle of the road has been around unfixed for 2 years. I've found at least 3 prior mentions of it, one of which talks about it hopefully disappearing when buildings get added and I rewrite generation. Almost there I guess.
January 29, 2025 at 11:16 PM
I suppose this makes up for the one that got away years ago playing Legends.
January 25, 2025 at 10:22 PM
Using an unrelated tool I should have finished and released years ago to help figure out issues in my current project.
January 21, 2025 at 1:01 AM
Rather than actually fixing triangulation like l should be doing, I've spent my day on this.
January 3, 2025 at 7:57 PM
Escape - Nov 23, 2024

I noticed an old stub method in my code that was intended for spawning arbitrary objects so I went ahead and implemented it. It revealed a number of issues in loading, rendering, and the already suspected map scale. A 10 car wide road is a little too much.
December 31, 2024 at 5:48 PM
Escape - Nov 21, 2024

I finally got building geometry in game, although not all were getting generated. I managed to fix that for the most part by increasing initial buffer sizes, but it's still getting marked as complete before everything in the job system can finish. #gamedev #screenshotsaturday
December 28, 2024 at 5:54 PM
Escape - Nov 18, 2024

Custom map colors were put in, both a number of presets based on other games and media and the ability to specify each color individually. These are some of the more obscure but possibly still recognizable presets. #gamedev
December 25, 2024 at 5:22 PM
Escape - Oct 24 & Oct 30, 2024

A minimap was added with a ton of customization settings. I found that if centered and made large enough you can see how well the GTA III minimap matches the city through the holes for the road. Sky coloring was actually added a while back; shortly after GTA support.
December 24, 2024 at 12:25 AM
Escape - Oct 14, 2024

I finally got the city generator matching what it was based on near perfectly. I had this accomplished back in January with a 2D test program, but now finally in the game itself. Generation is shown in real time on the loading screen. #screenshotsaturday
December 21, 2024 at 11:09 PM
Escape - Nov 21, 2023

The only time I've ever successfully done rigging/skeletal animation was over a decade ago with GTA stuff. To get that in I needed models in first and rendering so I know it works. Of course performance wasn't great so l implemented frustum culling. So yeah, full GTA cities.
December 19, 2024 at 11:38 PM
Escape - Feb 7 & Mar 28, 2023

2 pictures since there's not many interesting changes. The terrain height was fixed, sidewalks were added, and seawalls were added. The sand/grass cutoff was probably switched from shader code to separate meshes around this time too.
December 18, 2024 at 12:52 AM
Escape - Jan 23, 2023

Roads are now triangulated. The gray along their edges aren't actually sidewalks but just lines denoting block edges. There was an issue with height values so anything touching roads had a height of 0, which looked neat in its own way. #screenshotsaturday #gamedev
December 15, 2024 at 1:14 AM
Escape - Oct 7, 2022

Wrote an FBX importer so I could use borrowed Pokemon UNITE assets for a player character. Still just a floating camera for control though. ImGui made for decent clothing selection in a painless manner. Plotted road nodes and population centers can be seen in the background.
December 10, 2024 at 11:42 PM