Sign in

komm64 | COMMS CLOSED

@komm64.com
1.1K followers 219 following 528 posts

20+ | indie game developer | furry artist Games, art, music, and code. Join ☞ discord.gg/mKJD8nCB7b Support ☞ ko-fi.com/komm64 | patreon.com/komm64

PostsRepliesMedia
komm64 | COMMS CLOSED @komm64.com · 28/09/2026
Asked my AI assistant to make a promo video for pixtube, and this is what it came up with😂
040
komm64 | COMMS CLOSED @komm64.com · 27/09/2026
Made a tiny camera app to play with 📱 Shoot 2-sec clips, slap retro filters on them (Game Boy, CRT…), and stitch them into a Reel. Would love it if someone gave it a try lol (Android only for now) play.google.com/store/apps/details?…
080
komm64 | COMMS CLOSED @komm64.com · 25/09/2026
Some mellow, melancholic guitar through my custom effects chain.
050
komm64 | COMMS CLOSED @komm64.com · 25/09/2026
👀
1142
komm64 | COMMS CLOSED @komm64.com · 25/09/2026
(1/2) Pixtube 1.0.7 is out! 🎉 The Editor now has NES and 480i modes. NES lets you paint with the Famicom palette and see it through RF, and 480i gives you canvases up to 640×480 with interlaced display — best seen in motion, so give it a try! I also added export for game projects: dot-by-dot PNGs
1143
komm64 | COMMS CLOSED @komm64.com · 23/09/2026
Top Sellers!👀👀👀 It’s selling about ten times better than I originally expected✨ Thank you so much😍
010
komm64 | COMMS CLOSED @komm64.com · 18/09/2026
Oh my!
0212
komm64 | COMMS CLOSED @komm64.com · 20/08/2026
0143
komm64 | COMMS CLOSED @komm64.com · 13/08/2026
I made a weird little video recording app (^^;
0192
komm64 | COMMS CLOSED @komm64.com · 06/08/2026
(1/5) I’ve given the CRT shader in Pixtube Player a major overhaul. That said, for most people, the visual difference may be subtle enough that you might wonder, “What actually changed?” The main Pixtube app hasn’t been updated with these changes yet, by the way. The reason I’m so particular about
1224
komm64 | COMMS CLOSED @komm64.com · 02/08/2026
(1/2) So, I tried using AI to translate ToriMeki Memorial into Simplified Chinese and Korean, though I’m not entirely sure how well they turned out. I also took this opportunity to redo the English translation from scratch. I’d be really happy to hear any feedback, whether through comments on the
110
komm64 | COMMS CLOSED @komm64.com · 31/07/2026
(1/2) CRT shaders aren’t the only tools I’m building for my own games—I’m also developing audio effects. This project uses a single C++ DSP core that can be built as a Godot GDExtension, VST3 plugin, LV2 plugin, and more. The effect demonstrated in the attached video processes audio through
3151
komm64 | COMMS CLOSED @komm64.com · 26/07/2026
0264
komm64 | COMMS CLOSED @komm64.com · 26/07/2026
🥵
0364
komm64 | COMMS CLOSED @komm64.com · 25/07/2026
I made a simple demo featuring a reverse dissolve effect and a few other things. Hope it makes you feel suitably uncomfortable lol
0121
komm64 | COMMS CLOSED @komm64.com · 24/07/2026
Evangelion OP, interlaced! But it’ll probably get converted to 30 fps, so you’ll only end up seeing either the even or odd fields!
1102
komm64 | COMMS CLOSED @komm64.com · 24/07/2026
People keep telling me my CRT shader would be perfect for analog horror, so I gave it a shot… Somehow it turned into less “analog horror” and more “shoot everything in sight.” 💥 The blood splatter is actually adapted from a milk spray effect I made earlier 😳
1130
komm64 | COMMS CLOSED @komm64.com · 21/07/2026
1141
komm64 | COMMS CLOSED @komm64.com · 21/07/2026
MEGA-CD SILPHEEDがPC-8801に先祖返りした(^^; CSM Talkingもあるよ
083
komm64 | COMMS CLOSED @komm64.com · 20/07/2026
(1/2) Thank you to everyone enjoying pixtube—the response has been incredible! I noticed many people using it to watch images and videos through its CRT effects, so I made pixtube player: a dedicated viewer with CRT, NES, and PC-88 modes—including CSM Talking-style
27712
komm64 | COMMS CLOSED @komm64.com · 16/07/2026
I made this font entirely by hand, one pixel at a time, but I’ve never been quite sure whether it’s actually comfortable to read, haha.
090
komm64 | COMMS CLOSED @komm64.com · 11/07/2026
📺 Recent pixtube updates: ・Export to video (raw, CRT, or side by side) ・Import a GIF/MP4 and split it into frames ・Push straight to your own GitHub repo ・Tutorial & manual (now with Japanese) The attached clip is pixtube's own output. Public beta — catch it while it's up.
2236
komm64 | COMMS CLOSED @komm64.com · 07/07/2026
OH MY!
0320
komm64 | COMMS CLOSED @komm64.com · 07/07/2026
(1/2) I’m really happy to see so many people taking an interest in my CRT shader. It’s based on a version from about a year and a half ago — time flies! — but there’s a DELTARUNE fan game that uses my CRT shader, so feel free to give it a try. You can play it in the browser too! Link here 👇
1356
komm64 | COMMS CLOSED @komm64.com · 04/07/2026
Crisp, sharp pixel art is great too, but when it’s displayed through a CRT shader, it feels alive—and that’s what I love about it.
111463208
komm64 | COMMS CLOSED @komm64.com · 04/07/2026
(1/2) For my own games, I usually go with pixel art plus a CRT shader. But one issue I kept running into is that the art can feel a little different once it’s actually displayed through the shader compared to the raw pixel art. So I ended up making a tool for myself that lets me draw pixel art
1245547
komm64 | COMMS CLOSED @komm64.com · 01/07/2026
In REECHO, you can move back and forth between Worlds A and B at any time, but once your energy runs out, you end up wandering along the boundary between them. It creates a pretty interesting visual: a dialogue whose world—A or B—has not yet been determined.
0101
komm64 | COMMS CLOSED @komm64.com · 30/06/2026
OMG SUPER CUTE!!!😭
0200
komm64 | COMMS CLOSED @komm64.com · 30/06/2026
CW: flashing images Technical comparison using a short excerpt from the 1997 Pokémon TV anime episode “Dennō Senshi Porygon” to test real-time flash mitigation. Top: original excerpt Bottom: Quell applied Quell is an experimental Godot add-on. This is not a medical tool or a safety guarantee.
071
komm64 | COMMS CLOSED @komm64.com · 30/06/2026
I love my post fx #indiegamedev
041
komm64 | COMMS CLOSED @komm64.com · 29/06/2026
Testing how conversations can change depending on whether you’re in World A or World B. In REECHO, shifting isn’t just a visual transition — it changes what you can notice, say, and understand in the same place. #indiegamedev
0182
komm64 | COMMS CLOSED @komm64.com · 28/06/2026
#indiegamedev
070
komm64 | COMMS CLOSED @komm64.com · 26/06/2026
Interesting comments from when I had Toriel Bot play Undertale lol “There she is, ahead of me. I should follow... myself. This is a strange experience.”
090
komm64 | COMMS CLOSED @komm64.com · 25/06/2026
(1/2) Photosensitivity warning: this video may still contain flashing imagery. First video sample of Quell, a real-time tool for analyzing and reducing photosensitivity risks in games. The source is extremely flashy, so I’m showing the mitigated output small in the center. Even so, I think the
170
komm64 | COMMS CLOSED @komm64.com · 25/06/2026
I’ve been having an AI play Undertale, and it made it this far, but it might not be able to go any further lol. By the way, it doesn’t know any internal game data; it’s controlling the game based only on the visuals.
030
komm64 | COMMS CLOSED @komm64.com · 25/06/2026
Still very much a work in progress, but here’s a quick look at REECHO’s shifting effect. You move back and forth between World A and World B throughout the game, so I’m trying to make the transition feel satisfying without getting old. It’s harder to tune than I expected lol
031
komm64 | COMMS CLOSED @komm64.com · 20/06/2026
I know Sonic 2’s two-player mode runs in H40 Interlace Mode 2 on the Mega Drive VDP, giving it a 320×448i display.
141
komm64 | COMMS CLOSED @komm64.com · 20/06/2026
Building Quell — a little Godot tool that watches your game in real time and softens flashing before it hits photosensitive players. Here it is catching the Pokémon Shock scene itself. 👀
0125
komm64 | COMMS CLOSED @komm64.com · 20/06/2026
070
komm64 | COMMS CLOSED @komm64.com · 17/06/2026
While experimenting, I accidentally created something completely unintended.
160
komm64 | COMMS CLOSED @komm64.com · 17/06/2026
I’m kinda worried the video’s gonna get destroyed by SNS compression.
060
komm64 | COMMS CLOSED @komm64.com · 16/06/2026
My latest NTSC composite + CRT shader.
070
komm64 | COMMS CLOSED @komm64.com · 15/06/2026
My lightweight reverse-playback smoke rendering is starting to come together pretty well, I think.
080
komm64 | COMMS CLOSED @komm64.com · 13/06/2026
030
komm64 | COMMS CLOSED @komm64.com · 13/06/2026
080
komm64 | COMMS CLOSED @komm64.com · 13/06/2026
It was really tough because I wasn’t very good at it.
110
komm64 | COMMS CLOSED @komm64.com · 13/06/2026
060
komm64 | COMMS CLOSED @komm64.com · 11/06/2026
040
komm64 | COMMS CLOSED @komm64.com · 10/06/2026
It might be common to disappear in a puff of smoke, but you don’t see someone return to their original form from smoke very often, do you?
060
komm64 | COMMS CLOSED @komm64.com · 10/06/2026
(1/2) When I asked Claude Fable and Codex, with zero context, to “make the most fun game imaginable,” they both independently came back with a Vampire Survivors-style shooter, as if they had coordinated beforehand. Therefore, it has now been determined that this type of game is the ultimate form
110