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increpare.bsky.social
Game developer in Berlin, innit. www.increpare.com
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Rope-climbing time...

When writers intercept the viewer's objection with perfect timing

I've been livestreaming development of my new project pretty regularly on twitch the past while, just dropping a link here in case anyone is interested twitch.tv/increpare #godot #indiedev #gamedev

Entity placement is going to take a few more days to get to work...need to set up editing of properties and the like...

Smoothing all the things!

Saw this 3D TV tower fly-through thing doing the rounds on hacker news - they nailed the ambience! vincentwoo.com/3d/sutro_tow...

I think about Against the Wall still every now and then - I had such a nice time with the demo way back in the old times - such a mysterious-feeling world!

Carefully checking my coordinates, realising I'm mixing handednesses 😬 ... I should probably try to fix this before doing anything else...

Decided on a whim to do something to smooth out terrain with the various ramp blocks I made- the like the effect, but, having tried to cheese the code, I need to rip it out and implement it more robustly to avoid choking on edge cases 🙃 (something marching cubesy....)

The sad reality for many programmers nowadays.

Wohoo, wrote a wireframe mesh generator with thick lines (that are uniform thickness on-screen). Hadn't touched a vertex shader in far too long - very satisfying! (guts of Godot code here for shader/mesh-generator, in case anyone wants: gist.github.com/increpare/a5... )

I thought I would get started on some new editor functionality today, but instead just systematised the controls and redrew the icons/themed the interface. Also good, but feels a bit indulgent!

I was mulling over the difference between mathematician vs programmer use of "mod" and decided in the end the key difference is that programming languages don't tend to systematically support quotient types (z:int/10 or whatever instead of z=z%10)?

Today: trying to plan out how to do entity placement/editing in the editor. Thinking I think paid off - let's see how it looks when I get it implemented ^^

The process of setting a keyboard shortcut for a button in godot is quite nested...adding one always feels a bit slapstick.

Luxury feature of the day: ramp/stair pieces place themselves along a diagonal slope

I was just about to post complaining about how baffling it is that art software has 'grid size' as a program-wide setting rather than per-image, and noticed the dropdown that @aseprite.org at some point added to the top there 😄 (it can't have always been there right? 🤔 )

small script for @aseprite.org to shuffle the palette colours gist.github.com/increpare/ea...

@godotengine.org 4.4's lookatmodifier3d amuses :)

Ledge grabbing definitely works perfectly without a menagerie of weird buggy edge-cases

As part of my tweaking I did one of these trajectory visualisers, because in the end I basically don't care about the value of gravity - I just want to be able to see what I need to be able to jump X metres high in Y seconds. 🙃 [ ded.increpare.com/~locus/jumpp... ]

New model! Added a subtle skidding/sliding animation that'll make more sense when there are sound effects. I also tweaked the player physics to my satisfaction! (This video also shows the cute trick of switching to a drop shadow when you're in the air for positioning)

One of these jumps has aged much better than the others, but they all have their charms 🙂

Impressed with MacOS's ability to show you the same folder with contents localised into two different languages in different windows! (Filme=Movies, Schreibtisch=Desktop, etc.)