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⚡ Cutievirus Ella 🦠

@ella.cutievirus.com
229 followers 158 following 286 posts

Programmer & sometimes a vtuber? i don’t stream often lol 🏳️‍⚧️🏳️‍🌈 pronouns: she/her

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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 31/03/2026
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 03/08/2025
New color grading feature which uses Look Up Tables (LUT). Custom effects can be made by editing the LUT texture and can be applied selectively to objects. Here I'm using it to invert colors. You can see the color of the shadow is inverted too.
Screenshot from MZ3D Rewrite, showing the new LUT-based color grading feature. Here it is used to selectively apply inverted colors to certain objects.Examples of color look up table (LUT) textures taken frame babylon's documentation.

Text:

Here is what the default (without filter) look-up table looks like:
(image of default LUT)

Examples of filtered LUT to use for various filters:

(image of inverted LUT)
Inverted colors

(image of high contrast LUT)
High contrast

(image of posterized LUT)
Posterize
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 22/07/2025
implementing blend modes. We have access to more blend modes than RPG Maker normally offers, and you can access them using texture configuration.
from left to right: normal, add, subtract, multiply, screen, exclusion, and two more normal.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 15/07/2025
Lovely, time for bed :D
Effekseer animation working with MZ3D Rewrite (some additional work still required)
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 15/07/2025
love when my models are inside out
sorry that I enjoy sharing bug screenshots so much I just think it's entertaining.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 11/07/2025
MZ3D Rewrite is getting pretty close to ready for release, 3D model imports are now fully implemented to the level they were before. First release of Rewrite will probably omit the postprocessing features in favor of releasing sooner. Hoping to release in the next month or two.
Screenshot of MZ3D Rewrite displaying the 3D model import feature is fully functional
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 28/06/2025
created a system for warping 4-directional sprites to make them appear 8-directional.
Screenshot of MZ3D Rewrite, the new "diagonal sprite" feature that doesn't require diagonal sprites. It works by creating a quad split down the middle, then shifting that edge to the left or the right to make the character appear like they're facing diagonal left or right.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 18/06/2025
Something is not quite right
Screenshot from MZ3D Rewrite, displaying model imports. Every model is on its side and half-way into the ground
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 24/05/2025
working on a feature that allows rendering multiple maps at once. No seamless transitions between the maps yet, but they're both rendering. This can also be used to stack maps on top of each other for easier verticality
Screenshot of MZ3D Rewrite demonstrating multiple maps loaded at once. One map has the outdoor tileset and the other has the indoor tileset
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 20/04/2025
edit #NEEDY_pic
Ame-chan wearing a Kangel T-shirt
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 06/04/2025
Dynamic shadows are back #MZ3D #RPGMaker
Screenshot of MZ3D Rewrite, showing the dynamic shadows feature. Here, the "Contact Hardening" filtering method is being used.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 04/04/2025
Got looping maps working properly now. The lights from before are actually attached to the tiles but for performance reasons only the main copy of the map will have lights. #RPGMaker #MZ3D
Screenshot of MZ3D Rewrite demonstrating that looping maps now work properly. Several copies of the map can be seen in the distance, but for performance reasons only the main copy of the map will have lights.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 30/03/2025
rewrote the code that determines which lights a mesh should be affected by. Performs much better now, and no more weird flickering when the lights are recalculated.
Each material has a limit to how many lights it can be affected by at once.

So in order to have more than 4 (or whatever the configured maximum is) lights in the scene at once, each mesh needs to determine which lights it's affected by.

I do this by sorting the lightsources according to how close they are to the mesh, checking whether they're in range, and what the calculated intensity at the current distance would be. Currently it doesn't take color into account, only intensity.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 15/03/2025
the lighting has illuminated an issue with my vertex offsets!
Screenshot from MZ3D Rewrite, a light in front of a diagonal wall, but the wall has bands of dark areas on it.
This is because the vertex normals have not been altered!
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 27/02/2025
The holes in the ground are fixed either by putting the diagonal wall on a tile layer above the ground tile, or using the new config layer feature. Config looks like this: vtx(x4:-.5,-.5),-1#top(A2,0,0) #MZ3D #RPGMaker
Screenshot of MZ3D Rewrite, showing the diagonal walls, except now the holes in the floor are fixed.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 18/02/2025
Added a placeholder background and alpha transparency feature to my #picotron visual novel engine
The background color for the text box and choice buttons blends with the images behind it and selects the closest color in the palette
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 14/02/2025
Added a bit more detail to Carbuncha's textures, including toenails and some pink under the ears
Added pink to the texture under Carbuncha's ears
041
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 14/02/2025
added skins to the choice buttons in my vn engine for #picotron and made the layout more responsive.
Screenshot of my vn engine for picotron, demonstrating the changes described in the skeet
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 08/02/2025
before the migraine hit this morning i managed to add eyes to my carbuncha model
carbuncha is an armadillo bunny creature with long ears, large claws, and small horns on its head. it likes to dig, curl into a ball, and leap with its powerful legs.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 07/02/2025
Now working with fences
Screenshot of MZ3D showing fence tiles following a slope tile
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 07/02/2025
Want tiles you place on top of a slope to conform to that slope? It was difficult before, but that's the default behavior now. #MZ3D #RPGMaker
Screenshot of MZ3D Rewrite demonstrating how tiles placed on a slope now conform to that slope by default.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 03/02/2025
yeag slopes
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 03/02/2025
new feature, diagonal walls, work in progress :> This is accomplished using the new "vertex offset" feature, which will let you offset the positions of any of the 8 corners of a tile. This is also how slopes will be implemented internally going forward. I still need to fix the culling a bit.
Screenshot of MZ3D rewrite, demonstrating the new vertex offset feature being used to make diagonal walls.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 19/01/2025
water shader I made for @cupcake-rebel.anarchist-bakery.com's game
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 06/01/2025
redownloaded peak video game
mabinogi !!!!!
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 31/12/2024
Working on a game together with @cupcake-rebel.anarchist-bakery.com. Really like this sand texture I made
Low-poly sandy dunes rendered in blender. The texture is pixelly and features a normal map to accentuate the ripples in the sand.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 26/12/2024
made a character sprite to import into my #picotron visual novel engine
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 26/12/2024
got 9slice working for the message box background
Screenshot of VN engine in picotron, demonstrating the message box background constructed using the "9 slice" technique
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 21/12/2024
Added a new tiling mode that maps tiles according to the map coordinates. This will allow a technique similar to "parallax mapping" in regular RPG Maker (a commonly requested feature)
A screenshot of MZ3D Rewrite, showing the new tile mapping feature. Each tile is mapped to the texture according to the map coordinates. The texture coordinates are displayed on each tile.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 02/12/2024
There's a visual bug with the autotile textures when the quads don't line up properly. I'll probably fix this later but for now I'm going to not worry about it
Screenshot of MZ3D rewrite. The textures here are supposed to connect, but because the quads don't line up properly they don't connect properly.
010
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 30/11/2024
The tile culling in the rewrite is a little more aggressive than the old version. Normally this is a good thing because it removes things that will never be visible, but since the table is transparent it causes a problem...
Screenshot of MZ3D Rewrite. The floor under the table is improperly culled, leaving a hole in the floor under the table. In cases like this, the floor should be visible under the table.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 30/11/2024
oopss...
screenshot of MZ3D Rewrite, everything is broken :(
While refactoring the autotile code, I accidentally broke the tile padding system, resulting in everthing looking broken.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 26/11/2024
Getting some use out of that error texture at least
Screenshot of MZ3D Rewrite, on the side of the building where the ladder should be, instead is a texture with the words "ERROR" repeating.
040
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 22/11/2024
the exponential fog mode can be used to make more realistic-looking fog. You define it using a density instead of a start and end value. Here it is with a subtle density of 0.01.
The castle in the distance is tinted a soft blue due to the fog effect
020
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 22/11/2024
re-implementing fog. Also the entire map is loaded with zero frame drops
screenshot of MZ3D Rewrite demonstrating the fog. Currently the fog is purple because I forgot to implement fog color. Also the entire map is loaded, and the fps counter on  the top left indicates 60 fps for both the main thread and renderer thread.
040
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 21/11/2024
big character sprites are now working properly. Additionally, the character size (how many pixels for each character frame) is now configurable via the json file. Ultimately I want the directions and number of frames to be configurable too, but for now it's still hard-coded.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 21/11/2024
Another one, with a different map loaded.
000
⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 21/11/2024
There's a funny issue right now where when loading a new map the old map will still be loaded. In the future I might make this an actual feature (loading multiple maps at once) but for now it needs to get fixed.
Screenshot of MZ3D, showing one map being loaded over another.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 17/11/2024
autotiles on the bottoms of tiles
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 16/11/2024
working on event configuration
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 14/11/2024
Re-added alpha transparency. Making the water transparent can make it look kinda reflective.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 10/11/2024
In the rewrite, if you change a non-autotile tile's texture to an autotile texture, the autotile data will be dynamically generated. (before and after)
(before) The tops of the trees have autotile borders between each tile(after) The tops of the trees connect to each other where appropriate
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 09/11/2024
working on the big map. So far no performance issues in sight. Stable 60fps and I can load new cells with zero lag spikes.
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 09/11/2024
Might have made a maze generation plugin
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 07/11/2024
fence
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 06/11/2024
starting to come together
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 01/11/2024
here's mine
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 01/11/2024
fixed the mipmapping artifact
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 30/10/2024
multiple characters rendering ✅ events with tile graphics ✅ canvas covers entire screen and integrates with pixi ✅ next probably going to re-implement animated tiles
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⚡ Cutievirus Ella 🦠 @ella.cutievirus.com · 27/10/2024
kind of working
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