around 3 days of (somewhat) constant work later, i've finally finished a sketch for this ampharos animation!
i'm exhausted lol
#pokemon #animation #art #pokemonart #ampharos
around 3 days of (somewhat) constant work later, i've finally finished a sketch for this ampharos animation!
i'm exhausted lol
#pokemon #animation #art #pokemonart #ampharos
Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor
#gamedev #customengine #screenshotsaturday #indiedev
Added vertex colour tinting from the collision mesh, which is fairly cheap to do
This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want XP
#gamedev #customengine #screenshotsaturday #indiedev
Ignore the clipping through the skirt for now, I'll most likely in the future add in physics for the clothes bones, like I did back when I was making the game in unreal engine
Finally got the animation system mostly done for my engine. I added 1D blend spaces and transitions, and its all data driven. Creating my own file format and getting it all working was by far the toughest to implement, took about 3-4 days of painfully troubleshooting it
#gamedev #customengine
Klonoa plushie concept by ICEY on the Youtooz Community webpage, where he dons his Lunateaβs Veil design in chibi form.
Youtooz Community currently has a Klonoa plushie concept on its page!
If youβd like this to become a reality, head to the link below and make your vote now!
πβ¬οΈ
Some progress on my engine/game, I've gotten a third person camera and basic movement working. (Just a basic model for now, and a test fox texture for models)
Was alot to setup for it, I've set up a texture and model manager, a level manager, actors, a input system, and more!
#gamedev #customengine
Also farewell video of the last thing I did in UE (if nothing stops me from making my engine), making the eyes and mouth textures, and adding blinking
Bonus technical note for anyone interested. I've decided to go with directx11 for the renderer and C++ for the code. C++ was the easier choice, as I've been enjoying using recently for modding. The renderer took some time to consider the options. I could've used OpenGL but I like some things with DX
I don't plan on doing anything too graphically challenging atleast.
Some of the player character mechanics may change to what I originally was planning to have it like, as I may prefer that more, considering that I'm now restarting my game from scratch, but still considering if I'll do that (3/3)
I'm still very early into it, but I'll try my best with it. Definitely gonna take longer, and be harder. So unfortunately my game will take even longer to release. But I should hopefully be more happy using the structure of my own engine, and learning something I'm quite interested in. (2/3)
So I've decided to maybe do something a little silly with my game. At the start of this week I've started making my own engine for it. I'm making my own engine for a few reasons, but mainly because I've been interested in learning to make one, and a little some dislikes of UE. (1/3)
Don't let Hope near any pottery stores π
Also guess I didn't really directly answer your question, I think that the end product does kinda matter a bit more than what goes on behind the scenes since that is the thing that people see and how they interact with the game and how engaging it is. Just use whatever code/assets makes the game fun
It kinda doesn't really matter too much how the code is written, as long as its performant enough, since most people won't reverse it to look through it. There is some things though that can make a game more modding friendly/easier if that is something you want to allow people to do easier.
I kinda feel the main thing is just making the code readable and clear enough to you or anyone you're working with, even if the code is kinda janky or not the best it could possibly be, as long as it works efficiently enough (to not cause performance issues) and is readable then its probably fine.
Oh no, I think usually paypal is decent about chargebacks, if it was recently requested hopefully they will soon and just needs more time
You can try to do a chargeback on paypal (if you payed through that), or through your bank to get your money back. You'll probably get your money back because they didn't deliver something you paid for
Happy new year, hope you have a good 2025 π
Merry Christmas
Happy Birthday Amelie π
I love the chickens, so cute, wouldn't mind seeing more cute drawings of them
Thank you β€οΈ
Current progress on the moveset for my 3D platformer going through part of the level I'm currently working on. The movement is still a WIP with some basic placeholder animations.
#3DPlatformer #ScreenshotSaturday #GameDev #IndieDev
Hope is gonna have donuts with physics now π€. Hopefully they don't roll away down a hill or something π
Aww, so cute.
Glad you're feeling better now
Oh no, hope you feel better soon
Spreading the word about this community-run label system that lets you filter AI images like any other moderation toggle, so you can either minimize or totally hide it from your timeline
bsky.app/profile/aimo...
not people comparing this to twitter blue lmao
this is more like discord nitro?
i think that's fair if its just cosmetic stuff that doesn't impact the average user. sites this large that need to scale are expensive and this feels like the less intrusive way for them to maintain expense
Didn't say how hard I would need to, so I'll punch her very very softly. Does that still count? π€ (Also she's so cute)