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fragskye

@fragskye.dev
108 followers 169 following 58 posts

video game??? video game!!!

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fragskye @fragskye.dev · 10/10/2025
That's Not A Deer A game about fending off cryptids from your cabin in the woods, inspired by FNAF and I'm On Observation Duty - made in 5 days for Jamsepticeye ▶️ fragskye.itch.io/thats-not-a-... #godot #gamedev
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fragskye @fragskye.dev · 28/08/2025
Results
Artwork #177 4.483
Narrative #339 3.800
Audio #749 3.633
Enjoyment #1506 3.533
Creativity #1606 3.833Hitting a skill check in an arm wrestle with the bouncerIn a conversation with the bouncer, who is saying "Now get out of my sight and go do some good ol GAMBLIN'!"The player standing in the women's restroom
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fragskye @fragskye.dev · 31/07/2025
big scope, big team... #GMTKJam #godot
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fragskye @fragskye.dev · 30/06/2025
Depth-based pixelation effect WIP #godot #gamedev
Screenshots of a 3D model of a boat, but all the areas closest to the camera get progressively more blocky and pixelated
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fragskye @fragskye.dev · 27/06/2025
Godot Hack: How to get 6x faster omni lights! #godot #godotengine
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fragskye @fragskye.dev · 22/06/2025
Out now: Our first ever entry in #GodotWildJam! The Overbreak Report is a stealth horror game where you can see ghosts through walls. Make your escape from a haunted mine with a lantern that reveals secrets better left forgotten. ▶️ fragskye.itch.io/the-overbrea... #godot #gamedev
Screenshot: A dangling light illuminates a lever on a wall next to a metal door. The floor is stained red. It's a rather tight environment.Screenshot: Dynamite is sparking mid-explosion in front of a collapsed section of cave. A miner's hard hat shines its light on the scene.Screenshot: A dangling light close to the camera brightens rows of lockers. The lights continue off into the distance, showing tables of hardware surrounded by an expansive darkness. There's a faint silhouette of a humanoid across the area.Screenshot: The camera peers beyond a shelf full of gas cans. A ghostly miner with a large grimace twists back in response, visible through a wooden beam as if it wasn't there. A hard hat on the ground pointed at the viewer casts striking lighting.
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fragskye @fragskye.dev · 20/06/2025
horror game for #godotwildjam with our team of 3 is coming along nicely :) #godot #gamedev
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fragskye @fragskye.dev · 19/04/2025
If this is playing baseball the wrong way then why does it feel so RIGHT #UNBEATABLE
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fragskye @fragskye.dev · 09/04/2025
Small update - our game has a web build now! I wasn't sure it was possible, but I got it working with minimal compromises on the graphics (no other post-jam changes) ⬇️ ⬇️ ⬇️ ldjam.com/events/ludum... fragskye.itch.io/treats-for-c... #ldjam #gamedev #godot
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fragskye @fragskye.dev · 08/04/2025
Our entry for Ludum Dare 57 went up earlier! It's a game about throwing car batteries into the ocean. Inspired by the feeling of playing Mario Party minigames by yourself, play alongside 3 CPUs and enjoy the physics sim! ldjam.com/events/ludum... fragskye.itch.io/treats-for-c... #gamedev #godot
Throwing minigameWatching the car battery flyCar battery tumbling in the oceanmeme of an extremely HDR'd image of an ocean and clouds
i throw my used car batteries in the ocean. it's a safe and legal
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fragskye @fragskye.dev · 01/04/2025
I figured out a way to differentiate the lights with the limited set of built-ins. Here's 3 lights, all casting pixel-perfect ray-traced shadows at the same time. IEEE-754 my beloved #godot #gamedev
Godot editor screenshot showing a direct light, an omni light, and a spot light all casting ray-traced shadows simultaneouslyCode abusing the lower bits of the 32-bit floating point mantissa to sneak a small integer value inside of a seemingly-normal light_specular propertysickos_yes.jpg
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fragskye @fragskye.dev · 31/03/2025
Currently I build the BVH for every mesh on startup but it's a Resource which can totally be saved to disk, I just need to decide on a workflow that isn't annoying. I implemented point and spot lights after the first video was posted :)
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fragskye @fragskye.dev · 31/03/2025
All GDScript using a pre-opaque compositor effect. I render my ray tracing to an off-screen buffer that serves as a mask of 1 = light, 0 = shadow, and in every material's light() function, sample it at SCREEN_UV and multiply ATTENUATION by it. That means it's compatible with built-in effects!
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fragskye @fragskye.dev · 30/03/2025
Making progress on a plugin for pixel-perfect ray-traced shadows in Godot :) Hoping to make it as drop-in as possible, minimal jank so it can be used in an actual project #godot #gamedev
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fragskye @fragskye.dev · 30/03/2025
i spent like 8 hours trying to figure out what was wrong with my code and it turned out the ray-triangle intersection epsilon was 1e-6 and it needed to be more like 1e-8 😀
Godot editor screenshot of a project suspiciously named "rt-shadows-addon" featuring a scene of four horses with suspiciously pixel-perfect  shadows rendering in 1.4ms
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fragskye @fragskye.dev · 26/03/2025
low light video post-process effect 🎥🌙 had a few ideas after watching Jacob Geller's "Fear of Dark" #gamedev #unity3d
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fragskye @fragskye.dev · 24/03/2025
problem: godot's volumetric fog takes too long doing a bunch of lighting calculations i don't want solution: make my own volumetric fog :) just some basic raymarching with a simplified lighting equation #gamedev
Godot editor screenshot flying above a low poly city. It's filled with rolling waves of thick fog, illuminated by the sunlight
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fragskye @fragskye.dev · 23/03/2025
I made a quick little trailer for my WHEELJAM submission, Grimoire of Oblivion! Collect pages - Build wheel - Fight demon ▶️ fragskye.itch.io/grimoire-of-... #godot #gamedev
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fragskye @fragskye.dev · 19/03/2025
i'm getting a liiittle bit lazy with some of the assets that show up in later sections but that's okay because i added sound which means this is officially a Game™ #godot #gamedev
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fragskye @fragskye.dev · 18/03/2025
i don't want to 3d model any more but there's work to be done
Godot editor screenshot: A city street blocked off by large black obelisks. There's some townhouses to the left and a laundromat to the right. There's a bit of trash and flyers posted up. Editor gizmos indicate item spawn locations.
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fragskye @fragskye.dev · 18/03/2025
i would like to get a tutorial in by the end of the jam but if there's no time then hopefully this big score explainer will help #godot #gamedev
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fragskye @fragskye.dev · 17/03/2025
status report: there is now half of a city block among other things
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fragskye @fragskye.dev · 16/03/2025
coloring the scene using a single palette texture and uv mapping, but with the gimmick that i'm sampling planar mapped value noise to offset those UVs! so when the palette is made out of gradients, or has lines of other colors in it, you get those as little speckles here and there. free detail!
Blender screenshot showing the entire scene's UV maps using only a small section of a palette textureGodot shader code as described above
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fragskye @fragskye.dev · 16/03/2025
it's 2 AM and i just remembered horror games are scary even if you're the one making them #godot #gamedev
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fragskye @fragskye.dev · 16/03/2025
the game is starting to game. the wheel is starting to wheel. i've worked on enough UI and mechanics, i deserve to do some art and level design next, as a treat #godot #gamedev
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fragskye @fragskye.dev · 16/03/2025
approaching basic gameplay loop completion after a rough day yesterday :)
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fragskye @fragskye.dev · 14/03/2025
new guy just dropped . they made a new guy
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fragskye @fragskye.dev · 13/03/2025
silent hill syndrome: instead of brain there is silent hill
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