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Framebuffer

@framebuffer.cl
111 followers 57 following 175 posts

🐺, with horns. 🇨🇱 🏳️‍🌈 | 28 --- 💻 computer sorcerer + architect 🌐 framebuffer.cl 🏢 makes buildings with code 🐲 I play waaaaaaay too much DnD

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Framebuffer @framebuffer.cl · 03/04/2026
i'm spicy #SAFE2026
me, looking menacing, on a three-point poseme doing pew pew
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Framebuffer @framebuffer.cl · 03/04/2026
I gave a panel at #SAFE2026 (almost 2 months ago lol) about my laser-cut cardboard badge with an e-ink display on a Raspberry Pi. One of my greatest achievements ever. Thanks to everyone that came to see me!
me pointing at a screenframe has a microphone and is talkingPOV: from the back of the room, with everyone attending, and me in the middle with my laptop presenting the thing.my badge: cardboard, CNC-cut, a Raspberry Pi and e-ink display
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Framebuffer @framebuffer.cl · 21/01/2026
I (the green lizardboi) spent 3/4 of the battle unconscious (as usual), but I lived to tell the tale. #dnd #drawing #painting
A battle with big bad birds, and a single (1) gigant spider in the background. Our warriors are: Strykert (dragonborn, sorcerer), Meragh (elf, artificer), Athyra (gnome, warlock), Nalten (dragonborn, barbarian), Caelus (human, paladin), Malonco (goliath, monk). Strykert is about to die (again) but Nalten is coming to save the day!
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Framebuffer @framebuffer.cl · 25/12/2025
I'm really digging this technique/brush of just gradient map, blending and wild brushing #art #furry #painting
A work in progress painting my fursona, a dog (with horns) hiding on a tree.
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Framebuffer @framebuffer.cl · 23/12/2025
Here's all of my #dnd OCs: Erabus (the lion with the crossbow) Harbinger (the tiefling/foxxo at the bottom) Asher (catto with the sword) Moontracer (doggo at the front) Stock (catto, with the bandana thing) Aitken (the buff Dragonborn) Tarkus (the Dragonborn with the staff) #painting #art
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Framebuffer @framebuffer.cl · 22/11/2025
they doin surgery on a [cardboard] dog (with horns) #badge #furry
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Framebuffer @framebuffer.cl · 19/11/2025
laser goes nyooooooom #badge [Done at @amaqueta on Instagram]
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Framebuffer @framebuffer.cl · 15/11/2025
you know it's gonna get serious when you get the CAD software out.
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Framebuffer @framebuffer.cl · 15/11/2025
so, I had this issue where I moved the lines from Affinity to AutoCAD... and they were all destroyed. So I had to redo a lot of the badge
Overlapping lines on a CAD file.Overlapping lines on a CAD file.
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Framebuffer @framebuffer.cl · 11/11/2025
#badge ready to print!
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Framebuffer @framebuffer.cl · 07/11/2025
It can do QR codes now!
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Framebuffer @framebuffer.cl · 06/11/2025
Here's the QR part:
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Framebuffer @framebuffer.cl · 06/11/2025
Update on the #badge: - now supports text and QR code generation - it now runs a library that adds a buuuuuunch of things, like drawing shapes
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Framebuffer @framebuffer.cl · 05/11/2025
this one's gonna be the Experience(tm) of all time. (thanks @kiwa.space for being the bestestetstst ever)
An Ender 4 3D-printer
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Framebuffer @framebuffer.cl · 04/11/2025
#badge progress:
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Framebuffer @framebuffer.cl · 23/10/2025
here's the start of my next adventure: making my new badge for #SAFE2026 ! so, here's the first piece:
A Macintosh PowerBook 150
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Framebuffer @framebuffer.cl · 29/07/2025
bro I was trying to game
The crash screen of the game RoboCop vs the Terminator for the Sega Genesis.
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Framebuffer @framebuffer.cl · 25/07/2025
un-un-unraveling #art #vectorart
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Framebuffer @framebuffer.cl · 22/07/2025
me vs myself
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Framebuffer @framebuffer.cl · 20/07/2025
squish that cat
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Framebuffer @framebuffer.cl · 18/04/2025
guess who absolutely annihilated its website database and didn't notice until now: this is not supposed to be this low. I have to piece together a backup from several sources and **I HOPE** that it has at least up to the last devlog. My most sincere: apologies.
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Framebuffer @framebuffer.cl · 25/02/2025
WOO 🥳🎉 100 FOLLOWERS AAAAA Thank you vvvv much to everyone that likes what I do (with lots of love and care) Let's keep this going, with more games and creative things. I love this and I'm glad you do too. Love y'all -frame #100followers #milestone #gamedev
My profile page displays 100 followers. Epic!
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Framebuffer @framebuffer.cl · 15/02/2025
i went to college for 8 years to do this: #sims #simsultimatecollection
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Framebuffer @framebuffer.cl · 30/01/2025
well folks, I wanted to finish the #PirateJam but, well... Remember that food poisoning I mentioned before? Yeah that ate my whole safety margin and then some. The joys of #gamedev Picture: just me on an IV drip. CW'd just in case.
An IV line through my arm, after I had a pretty bad case of food poisoning that killed my game jam submission.
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Framebuffer @framebuffer.cl · 29/01/2025
whoops #PirateJam #gamedev #indiedev
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Framebuffer @framebuffer.cl · 24/01/2025
📝 On day 6: well, more modelling. I have a new idea for a map, gonna have to rig up and try. I need to get to gameplay rn  #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 23/01/2025
📝 On day 5: started to model the map and try some ideas out. I found it's a little bit cramped, so I'll try another idea today! #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 22/01/2025
📝 On day 4: I started doing the 3D modelling for the map itself. Gonna go with the same style I've been perfecting since I did my first game back in September. It's easier now that I have all the boilerplate done. #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 22/01/2025
📝 On day 3: ...well I started from scratch. Why? I was spending way too much time trying to make some basic things. I felt that I would be able to go faster if I went with something tried and tested. So, this is the new game, I guess. #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 22/01/2025
📝 On day 2: the game started to come alive! I did the code for the tilework and some basic movement between tiles. #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 22/01/2025
📝 On day 1: dev work on graphics started. The style: isometric tile-based 2D graphics, for a second-person game. You are controlling yourself from above. #gamedev #indiedev #PirateJam
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Framebuffer @framebuffer.cl · 20/01/2025
testing testing 123 #gamedev #indiedev 📷 - Instagram @ framebuffer.svg ☕️ - ko-fi.com/framebuffer
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Framebuffer @framebuffer.cl · 17/01/2025
VERY IMPORTANT ADDENDUM: For your assets, inside src, add them all to a folder (let's call it resources) and add it to .gitignore. This is the one I have: if you put the name of a folder, and then a forward slash at the end, it'll ignore the whole folder and everything inside.
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Framebuffer @framebuffer.cl · 17/01/2025
You can see the new changes!
The GitHub Desktop History tab, now with the new changes applied!
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Framebuffer @framebuffer.cl · 17/01/2025
Hey, remember the thread when we created a new repo? Now it's a great time to commit! Go back to GitHub desktop and create a new commit, preferably to main. This will be your ground zero from now on.
The GitHub Desktop window, now with the new project tree ready to be committed!
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Framebuffer @framebuffer.cl · 17/01/2025
When creating your project, make sure that: - You create it inside your src folder. Disable the **create folder** checkmark. It will make a mess if you don't. - If you're doing the #PirateJam or any web game, use the Compatibility renderer. Web only supports this one.
The Godot new project window. In here, disable Create Folder and change the renderer to Compatibility. This way, everything will be ready to go!
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Framebuffer @framebuffer.cl · 17/01/2025
Now, this is personal preference. My projects are **always** stored with the template and editor they were developed and released with. This is so I can open a project *as is* without having to redownload the engine and maybe face incompatibilities.
A folder structure containing: the Godot editor (.godot-exe), the Godot project (src) and a .gitignore file to avoid committing the editor executable to git.
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Framebuffer @framebuffer.cl · 17/01/2025
git won't complain if your files don't exceed *I think* 50MB. Anyway, you shouldn't push files that large, anyway. In case you have money to spend, and you want to version control larger files,
To enable git-lfs, go to your repository's main page, on the top right side of your screen press "Settings" and scroll down to "Include Git LFS objects in archives".
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Framebuffer @framebuffer.cl · 17/01/2025
When all is said and done, you will have what's called a "merged pull request". This means the code has been committed to the branch, and now it contains all the changes made outside. You can press the Delete Branch button if you want. This is useful if you branched to develop a specific thing.
A merged pull request window. Purple means the request has been merged, and that the new code is now present on your receiving branch. If you want, you can delete the branch that has been merged.
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Framebuffer @framebuffer.cl · 17/01/2025
The next page is a summary of the Pull request. Usually, this page is used for teams to review the changes being discussed before pushing. If you're all cool and good, a message saying "This branch has no conflicts with the base branch" will be displayed. This means we are ready to go!
The screen showing an open pull request on GitHub. From top to bottom: the title of the pull request, description, changes being pushed, and a confirmation button saying if the branch is ready or not to be pushed. If all is set, the Merge pull request button will appear. Press it and done! You have a single, updated branch again!
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Framebuffer @framebuffer.cl · 17/01/2025
When ready, click Create pull request
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Framebuffer @framebuffer.cl · 17/01/2025
And finally, down below: the changes you're pulling! The detail of the whole branch being pulled onto main, plus the changes made are shown. In this case, a file was deleted, so no diffs (or "differences" are shown).
The last part of the Pull Request window. Here, all the changes that your branch made, that will alter the receiving branch, will be shown here.
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Framebuffer @framebuffer.cl · 17/01/2025
You can then detail what you have done, for future reference. There's a lot of formatting options! The features on the side are not relevant, but if you want to know: you can assign the task to reviewing this to someone else, make it part of a dev milestone, and more!
The centre portion of the Pull Request window. Here, a description and title for the request must be added. At the side, functions to manage who reviews the code, who checks out the work, and if the code is part of a milestone are displayed. You probably won't need these unless you're a much larger team than the jam allows.
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Framebuffer @framebuffer.cl · 17/01/2025
Pull requests work by comparing both the branch that's being merged and the target it's being merged onto. If everything's good, it'll say *Able to merge* If not, the stories differ a lot and GitHub doesn't want to mess up anything it shouldn't. Diffs are *differences* between commits.
The title of the Pull Request page of GitHub. Down below, the buttons to merge and compared branches are displayed. If everything is good, an "Able to merge" green checkmark will appear. If not, histories differ so much that git won't merge them without your intervention, to safeguard your code.
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Framebuffer @framebuffer.cl · 17/01/2025
This is a bit daunting at first, but let's dissect it.
The main screen of a GitHub pull request.
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Framebuffer @framebuffer.cl · 17/01/2025
One of the cool things about git, is that you can have branches of *separate alternative* paths to your project. This is *insanely useful* for teams. If you go to "Current branch", you can create a new one and see which ones currently exist
Inside GitHub Desktop, you can create branches of your code. These branches are separate "alternate paths" to your code development. You can merge them, more on that later.
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Framebuffer @framebuffer.cl · 17/01/2025
Congrats! You did your first commit! Make sure you do this often. Forgetting to do so **will** make this system useless. As you start pushing things, you'll start having a neat history of your project. Each commit has its own code, and you can go back and forth through it all!
This is the "History" tab on GitHub desktop.

There's a couple commits done, involving adding, deleting and modifying files. Your changes will appear here.
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Framebuffer @framebuffer.cl · 17/01/2025
To upload to GitHub for the first time, you'll be prompted with this. This is where the *remote* site is going to be set up. Usually, leave it as is, and **make sure "Keep this code private" is checked.** You don't want anyone looking your super cool game for a jam!
The publish repository menu on GitHub desktop. It shows: where to upload, the name of your repository, an optional description as mentioned before, and a checkbox to keep the project private. Make sure it's checked. Below: buttons to publish the repository or cancel out of the menu.
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Framebuffer @framebuffer.cl · 17/01/2025
Whenever you change something, GitHub Desktop will notice "hey something's different!". It's going to display the *differences* between each commit you've done. To commit a change, you **have** to describe what you did. When you're ready to commit, press the "Commit to main" button.
Top buttons: the repository you're working on, the branch you're working from, and the button to push your changes to GitHub: the cloud outside your machine.

Left side: What changed between commits, and if any, a place to write what you've changed, and a button to commit those changes to main.
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Framebuffer @framebuffer.cl · 17/01/2025
Click on "Create a new repository". - Give it a catchy name - add some description so you know what this repository is about - check the path, this is where your game will live - on "Git ignore" choose Godot from the dropdown. - If you don't plan to release your code, just skip license.
This is the window that appears after you click "Create a new repository on your local drive". Fill in the details as described on the post: name of your game/game jam, a description to know what it is, where it's going to be located, select Godot from the Git ignore dropdown, and, if you intend to release your game, choose a license.

You can search online for each one and what they mean. Usually, MIT is very common and it's the one used by Godot. But make sure to check all of them out beforehand, to find one that suits you best.
This is the Git ignore dropdown. Find Godot and click it. This will make sure you don't "upload" (what's called "commit" in git parlance) things you don't want, like sensitive data or huge files.

If you want to ignore more things, I'll discuss this later.
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