svntax
svntax.com
svntax
@svntax.com
Game Developer | Full-Stack Developer | Likes pixel art, game jams, and hackathons.
Sadly, the actual spritesheets from this LoRA are just too messy. Prompt adherence is pretty good, but I think the dataset and the fact that Z-Image Turbo is distilled make the pixels noisy and inconsistent. Or maybe 64x64 sprites are just too large and more prone to issues.
January 10, 2026 at 10:26 AM
In the process of training pixel art spritesheet LoRAs, I've noticed that Z-Image Turbo is capable of more general images like portraits, even though the dataset is purely spritesheets.

Sample images at 64x64 and 128x128 (same post-processing steps for all: k-centroid downscale, palettize).
January 10, 2026 at 10:06 AM
I trained a Z-Image pixel art LoRA just for testing purposes. Even though it's a distilled model (and my dataset is rough), results are not too bad with a little post-processing.
November 30, 2025 at 6:10 AM
The Steam Frame looks really cool. It's another step towards a fully open source VR headset.
November 17, 2025 at 9:30 AM
I made a ComfyUI custom node for using the Retro Diffusion API in your workflows, and it's now published to the Comfy Registry.

Source code - https://github.com/svntax/ComfyUI-RetroDiffusion-API-Node
November 8, 2025 at 1:41 PM
I've been working on a Minesweeper-like game using a Godot + NEAR Protocol SDK I made years ago, now up-to-date with support for Intear wallet.

You play as a dwarf digging for gold & gems while avoiding traps.
October 31, 2025 at 2:05 PM
There was a free LoRA training week on Hugging Face recently (LoRA Frenzi), so I trained a pixel portrait LoRA for Qwen Image.

https://huggingface.co/svntax-dev/pixel_portrait_lora_v1-lora
October 9, 2025 at 9:44 AM
I wrote a blog post about my (unfinished) VR demo for #js13k using PlayCanvas. There were some tough but interesting limits to using it while keeping the game under 13 KB.

https://blog.svntax.com/playcanvas-and-the-js13kgames-competition/
September 21, 2025 at 9:07 AM
It's been about a month since I started using kanata (https://github.com/jtroo/kanata) for remapping keys. It's so helpful not having to move my hand to the arrow keys as often when writing (using caps lock to switch layers).
August 21, 2025 at 7:21 AM
Hoping to make some time this month for #js13k
August 15, 2025 at 4:16 AM
You can set a subregion of a sprite so that smear effects are applied to that area only.
May 4, 2025 at 5:17 AM
I tried making a procedural animation tool that generates smear frames for any image. It's bare-bones, but working.
March 29, 2025 at 5:47 AM
RPG prototype with generated characters using Retro Diffusion's API, set up as a summoning mechanic.
March 25, 2025 at 1:25 AM
In the process of making an RPG prototype with smart NPCs using the new Retro Diffusion API updates, I found out about Dave Mark's Infinite Axis Utility System (IAUS). It looks far more flexible than GOAP for dynamic planning.
March 21, 2025 at 4:12 AM
I wish I heard of Excalidraw earlier. I've been seeing it used for system design/architecture diagrams lately, which looks really helpful. Going to figure out how to self-host it now.
March 16, 2025 at 8:15 AM
Finished setting up Solidtime for tracking time for my projects. I've used Clockify for a long time, but I wanted a self-hosted alternative, and so far it's been working great.
February 23, 2025 at 4:39 AM
Testing Postiz again, finally got the user signup working. Now to see if I can post this on multiple platforms.
February 21, 2025 at 4:10 AM
So far I've tried self-hosting Postiz and Mixpost. Postiz I got running up until user signup, which fails for some reason, and no helpful errors in the logs. Mixpost worked great, but the Lite version doesn't support all the platforms I need.
February 20, 2025 at 4:27 AM
Currently figuring out how to set up a posts scheduling tool on a local server.
February 19, 2025 at 3:21 AM