Panthavma
panthavma.bsky.social
Panthavma
@panthavma.bsky.social
Final year PhD student in stylized line rendering for videogames! I make rendering and gamedev tools in my free time... And mecha fighting games!
https://panthavma.com
Heyo! Quick peek at what I've been working on recently: an automatic video editor!

This will allow me to show how my projects evolve, castagne tutorials and changelogs, and rendering videos! The editing time has always been an issue before, but this should fix that.
November 10, 2025 at 12:09 PM
Realized it's been so long since I posted anything on Molten because dev goes too fast now, I got like 5 playable characters
I also upgraded the prototype sprites with COLOR so they can stay up for a while! It will allow iterating on the gameplay a lot more
#fgc #moltenwinds #gamedev
October 30, 2025 at 8:29 PM
I know I should wait for my tech to be more stable, to get more experience, finish some other things before I go back to Kronian but like... I gotta do it sometimes

That prototyping pipeline was so good I had to implement it there too, with seamless switching to sprites
October 16, 2025 at 12:13 AM
AI can't handle my glitched move
#moltenwinds
October 3, 2025 at 12:27 PM
What I like about Molten Winds is the restraint of the design - I only have two buttons so attack slots are limited, making for a more focused, pure and simple game.

Anyway here's a 7 attack rekka that takes only one slot and needs a resource to activate.
#moltenwinds #gamedev #fgc
September 26, 2025 at 4:27 PM
Late night addition... characters now drop their weapon on death. No real reason, I just thought it would be funny / cool. Everybody has a unique weapon of sorts, so it's universal.
September 24, 2025 at 11:51 PM
The fun part of making some moves easier is that you can find stupid combos

Anyway another character added to the prototype, the speed of iteration allowed me to find the fun in a few days even though I was stuck in how he would play! Highly speed focused as you can tell.
#moltenwinds #fgc #gamedev
September 22, 2025 at 5:11 PM
It's incredible to have the complete regular moveset in two days dang, and this guy has like twice the moves of others!
Yesterday's combo with actual mechanics, you can only use it at level 8 as an anchor but it's a strong fullscreen confirm! I'll show individual moves later.
#moltenwinds #gamedev
September 20, 2025 at 3:33 PM
So uh new workflow is pretty efficient... 19 attacks in one day lmao, that's half his moveset! Including his custom mechanics! All playable!

Returning characters end up a lot saucier than I expected, Aster's gonna be a menace at high levels
#moltenwinds
September 19, 2025 at 4:33 PM
Castagne now has a real AI system! It's gonna stay simple / manual for a while, but you can randomize strings and react to distances / blocking.
See it in action here! It's doing a string on block and combo on hit!
#castagne #fgc
September 14, 2025 at 11:58 PM
Wind is now on all anims! Here's another combo to show it

Also showing the other options after the knee strike. Character has a pretty complete moveset now, will have to choose between taking a break from it or adding the rest
#moltenwinds #fgc
September 10, 2025 at 2:52 PM
Still WIP, but the moveset is now rounded out! Recapture into a knockdown and 2 OTG hits for good measure!

Still have to polish and put the wind in, but it's got some good flow!
#moltenwinds #fgc
September 9, 2025 at 3:25 PM
Finally added wind to a more complex attack, Ourania's 8M. Good for ending blockstrings and combos. The dynamic wind affects mostly the end which is a sustainable way to add it.

+ bonus combo because I really like the OTG even if it has no wind lol
#moltenwinds #fgc
September 5, 2025 at 3:23 PM