Elliot "TheLastBanana" Colp
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thelastbanana.bsky.social
Elliot "TheLastBanana" Colp
@thelastbanana.bsky.social
Jack-of-all-trades game dev and freelance programmer.

Check out my game, Tumble Rush!
http://juvenilepursuits.com/tumblerush

he/him

Avatar: @dewdneym.bsky.social
Banner: @wildrumpus.bsky.social

(@FinalNanner on the sad bird site)
I felt a chill in my bones this week when I saw that the Good Local Arugula was no longer on the shelves. Months of subpar sandwiches await me!!!
November 15, 2025 at 9:51 PM
I had to do a lot of work to get keyboard focus working nicely with CommonUI. It assumes in a number of places that focus navigation == gamepad.
November 15, 2025 at 6:04 PM
Damn... feels like the end of a straight-to-DVD Scooby Doo movie where I said "there has to be a scientific explanation" and it turns out that no, there's just a real-ass ghost haunting Roblox
October 29, 2025 at 2:59 AM
Main benefit is that you can use that same displacement texture to deform clothing with totally different geometry by assigning each clothing vertex to a position on the displacement map. (More info here around 22:30: gdcvault.com/play/1022085...)
Innovations in The Sims 4 Character Creator
The lecture gives a high level overview of various customization techniques we introduced in The Sims 4 Character Creator: Asset pairing system allows pairing of assets that share the same physical a...
gdcvault.com
October 29, 2025 at 12:27 AM
Taking a wild guess here, but if it works anything like The Sims 4, they have a base mesh (block guy) and meshes for other body shapes with the exact same vertex count. Then you bake the displacement between the models to a texture, and that lets you apply the difference in a vertex shader.
October 29, 2025 at 12:25 AM
I had to figure out what was going on here, because this was breaking my brain. I think it's because you can swap body types, so the base mesh (and clothes) need to be able to deform to rounder, more realistic shapes. You can see how the polys kinda match up with more realistic muscle groups.
October 29, 2025 at 12:13 AM
Ah, hope it works out for you! Welcome to the vertical mouse club either way 🫡
October 6, 2025 at 10:54 PM
If it's the same mouse I got (Razer Pro Click?), you can rebind that button at least. For what it's worth, I've tried a lot of different vertical mice over the years, and this is the nicest one I've used, stupid AI button aside.
October 6, 2025 at 5:44 PM
The CMF also breaks their production funding into an "innovation & experimentation" (i.e. art-forward; break, not follow, genre conventions) and "commercial projects" (i.e. what you said about the hot game this year and matching VC). A Deus Ex wouldn't score well on either end of that divide.
October 6, 2025 at 3:26 PM
Interesting, I hadn't heard of this at all, and I contribute to the damn engine haha. Is this maintained by Epic, or is it a third-party thing? My search-fu is failing me.
October 1, 2025 at 6:12 PM
As somebody who bailed on Unity for Unreal, and is just a little too far into this project to change engines: looks like I picked the wrong week to quit sniffing glue! (But tbh, we use so few of Unreal's fancy features that we can probably just pin our engine version soon and coast along on that.)
October 1, 2025 at 6:02 PM
FWIW, I worked on a big game that pretty much handled it this way. IIRC they used a color-coded texture (pure red = feet, pure green = legs, etc.) instead of a UV map, but yeah, they would just clip regions in the shader.
September 30, 2025 at 5:31 PM
I've looked into that exact video a bit before and found modding resources are pretty helpful. I think they use a separate UV channel for deformation on clothes, so texturing happens in UV0, and then UV1 maps each vertex to the layout in your post. (Example: sims4studio.com/thread/5055/...)
sims4studio.com
September 30, 2025 at 5:28 PM
But what if he had an arm that can turn into a huge gatling gun?
September 18, 2025 at 11:29 PM
When you install Aseprite, there's a checkbox for this (last one in my picture). You might be able to uninstall and reinstall, unchecking that box?
August 29, 2025 at 2:02 AM
August 25, 2025 at 7:39 PM
Somebody really has to address this oversight with a ruleset for shidding and farding
August 25, 2025 at 7:30 PM
August 7, 2025 at 10:09 PM
(The worst part is I kinda agree it's a stupid title)
August 6, 2025 at 6:05 PM
I was expecting a cute little Zelda-like. What I got was that, plus some of the most inventive movement and combat mechanics I've seen in a top-down game like this. All the charm of Drill Dozer and Minish Cap packed into a surprisingly meaty package. Seriously, play it!
July 1, 2025 at 6:13 AM