New Slay the Spire is awesome. And very cool it's made using Godot.
New Slay the Spire is awesome. And very cool it's made using Godot.
A screenshot of various CLAP plugins loaded in FL Studio with a basic ImGUI UI.
Cooking up a lightweight framework for building CLAP plugins contained in a single .cpp file that build with an auto-generated ImGUI-based UI.
Behind the scenes for those interested: fairly lightweight C++ project with DaisySP for DSP and ImGui for UI, then compiled across to WASM so it runs in the browser. #sounddesign #dev
A free UI sound effect generator I've been working on, inspired by the popular "sfxr". Handy for #gamedev / user interface sound design (clicks, taps, swishes, etc.). Kind of fun to just sit and keep pressing the randomize button. Work in progress build @ tools.ummjackson.com/uifxr
This is all just 2 custom Control nodes and 1 custom StyleBox I called StyleBoxPixelated ... no themes, textures, etc. Making pixel art UI prototyping in Godot way faster. Will probably share the code somewhere at some point.
Finally went the extra route of writing a custom Label node to handle (both manually & automatically using TextServer) the clunky way #Godot handles size calculations w.r.t ascenders/descenders on font glyphs. It works a charm for aligning all the spacing though. #gamedev
A screenshot of the Godot editor with a 2D pixel art UI being edited.
Experimenting with a procedurally generated, resizable, pixel-perfect custom StyleBox resource in #Godot. No NinePatch textures required, all drawn using math. #gamedev
Just discovered jade-ite.itch.io/worlduv by @jadeite.dev and it's very cool - especially if you're a fan of Trenchbroom / Hammer workflows.
@gruber.foo It's 100% in the TV show that aired, identifiable in several shots and the actual prop from the set above. Whether they used AI to generate props for the show is a whole other question...
+ the actual props posted by show staff on Twitter (x.com/lionesspike/...)
24:19, exact same maze graphic is in the actual show.
A screenshot of an abstract video game scene with a shader applied.
A screenshot of an abstract video game scene with a shader applied.
Playing with shaders. #gamedev
Enjoying today's jazzy release from Floating Points. www.youtube.com/watch?v=uS2z...
The Innioasis Y1 MP3 player with Rockbox and an iPod theme installed.
If you're looking for an MP3 player in 2025, I highly recommend the "Innioasis Y1" w/ Rockbox firmware + iPod theme... ~$50 for a solid little device.
The new Oneohtrix Point Never album is sublime stuff.
Q-UP is my favorite new incremental game. Highly recommend. store.steampowered.com/app/3730790/...
Glad you're finding it useful, thanks for sharing!
A desolate voxel landscape.
A desolate voxel landscape.
Uh oh, started down the "I should build a voxel game" rabbit hole. #gamedev
A screenshot of func_terrain, a web app for generating terrain you can copy/paste into Trenchbroom.
A screenshot of func_terrain terrain loaded into Trenchbroom.
A screenshot of func_terrain terrain loaded into Trenchbroom, with water applied.
An in-game screenshot of terrain produced using func_terrain.
First build of my web app "func_terrain" is live: tools.ummjackson.com/func_terrain
It lets you quickly generate noise heightmap-based terrain then copy/paste it as brush data directly into #Trenchbroom
Completely free to use / whatever you make is yours, etc. #gamedev
Working on a noise heightmap-based terrain generating web app that outputs brush data you can easily copy/paste into #Trenchbroom #gamedev
Just posted my submission to the @gamemakerstoolkit.com GMTK Game Jam 2025: ummjackson.itch.io/canyon
Built using Godot 4.4 @godotengine.org #gamedev
Sounds good! Eagerly awaiting trying it. :)
Ah gotcha, thanks for the answer. Half-Edge looks super rad but is it level design focused? The world really needs something like Trenchbroom but for modern formats (ie. no FGD, WAD, .map/.bsp stuff).
Is there a possibility of Scythe becoming a standalone app in the future, or is it too intertwined with the UE editor? The world is in need of a tool like this which exports to GLTF, which can be used in a variety of engines.
The "manual" mode sticks to a uniform grid you can move around and resize by holding the shift key.
The "auto" mode uses some advanced edge-detection and line clustering powered by OpenCV.js, all running in-browser. Had fun porting this logic over from the Python library github.com/KennethJAlle...
You can use it entirely free @ tools.ummjackson.com/pixelizer
For those interfaced, the procedure is pretty simple: we overlay a virtual pixel grid over the top of the high-res image, then find the dominant colors in each cell of the grid to essentially "redraw" the pixel art image.
(If you're anti-AI, please avert your eyes)
Just released a web app that takes AI-generated "pixel art" (high-res, noisy/artifact-y) and turns it into actual pixel art. Here's a demo video. #gamedev #ai
Also works well for low-quality screenshots of pixel art you might randomly fine online.
OK the new Tyler album is fire.
Built this as I needed something for quick #trenchbroom / func_godot prototyping. Can slap a basic texture set together in under 10 minutes then get to mapping. #gamedev
Sidenote: Performance isn't *the best* right now as it's all running on the CPU / main thread. Future todo is handing the processing off to Web Workers and doing some multi-threading for about a 4x speed increase.