MachineScreen @machinescreen.bsky.social · 01/06/2026Just uploaded a new version of Profit Motive which fixes & modifies a few little things I've noticed over the rating period. The post about what's changed is here: machinescreen.itch.io/profit-motiv... and, as ever, you can play or download the game here: machinescreen.itch.io/profit-motive #gamedev 1111
MachineScreen @machinescreen.bsky.social · 26/05/2026Hi all you new followers, and everyone else! My latest little jam game release is Profit Motive which is sort of incremental pac-man but also first-person PSX-style horror... Play the game right now in browser (or download it) here: machinescreen.itch.io/profit-motive #gamedev #horrorgames 173
MachineScreen @machinescreen.bsky.social · 22/05/2026Think it's time for a new pinned post. MachineScreen here. Been making short, free games for some time now. Recently they've been more horror or horror-adjacent. Everything's available to play in browser here: machinescreen.itch.io #gamedev #horrorgames 0236
MachineScreen @machinescreen.bsky.social · 18/05/2026Threw together a little trailer for my new game, Profit Motive, a short incremental horror jaunt about getting very good at picking up coins in a maze. 🪙 You can play it here: machinescreen.itch.io/profit-motive #horrorgames #gamedev 1166
MachineScreen @machinescreen.bsky.social · 17/05/2026I've just released a new game! Profit Motive is a short, first-person incremental horror game where you collect coins in a maze and then buy abilities and items to help your next run. Play it here: machinescreen.itch.io/profit-motive #screenshotsaturday #gamedev 1197
MachineScreen @machinescreen.bsky.social · 13/04/2026Unexpected and excellent strip in my kid's comic this week... 100
MachineScreen @machinescreen.bsky.social · 11/04/2026A metroidvania without a traditional jump?! That's Stratum, my first person megastructure #metroidvania. More texturing progress. #screenshotsaturday #gamedev 1319
MachineScreen @machinescreen.bsky.social · 26/03/2026Still (slowly) working on my first person #metroidvania Stratum. Started doing some texturing today and previously added some stencil light effects for explosions among other things. #gamedev #indiedev 0176
MachineScreen @machinescreen.bsky.social · 05/01/2026I believe these settings in the Import tab under the Blender heading are what Godot uses as parameters when it calls Blender's GLTF export functionality as part of the importing or reimporting process - there isn't another place I'm aware of. 100
MachineScreen @machinescreen.bsky.social · 30/12/2025New version of my megastructure #metroidvania Stratum is now available on @itch.io. It adds a fair few fixes and enhancements compared to the jam version and there's now a Windows build to download: machinescreen.itch.io/stratum #gamedev #indiedev 1255
MachineScreen @machinescreen.bsky.social · 21/12/2025Can you get all the enemies in Stratum into the same room? Yes, you can. And they're a noisy bunch! 031
MachineScreen @machinescreen.bsky.social · 18/12/2025Here's a short trailer for Stratum, my #MetroidvaniaMonthJam entry, that I just put together. #metroidvania #gamedev #lowpoly #retrogame 273
MachineScreen @machinescreen.bsky.social · 18/12/2025Couple more screenshots from my new game, Stratum, that I made for the #MetroidvaniaMonthJam. It's a first person megastructure metroidvania. #gamedev 133
MachineScreen @machinescreen.bsky.social · 16/12/2025I finished my #MetroidvaniaMonthJam entry, Stratum, and you can play it in browser here: machinescreen.itch.io/stratum It's a bite-sized 3D metroidvania set in a forboding megastructure that will take around 45 minutes to complete. Ratings and comments welcome! #gamedev #indiedev 1136
MachineScreen @machinescreen.bsky.social · 11/12/2025Still plugging away at my #MetroidvaniaMonthJam entry #gamedev 062
MachineScreen @machinescreen.bsky.social · 06/12/2025There's enemies now - all very WIP. #MetroidvaniaMonthJam #gamedev #screenshotsaturday 0144
MachineScreen @machinescreen.bsky.social · 04/12/2025The things that are getting in the way of me working on my #MetroidvaniaMonthJam game are becoming farcical. Yesterday it was replacing the wing mirror on our car, today its resealing the back of the bath because it leaks when we shower... 😒 #gamedev 071
MachineScreen @machinescreen.bsky.social · 30/11/2025A leap of faith? #gamedev #indiedev #MetroidvaniaMonthJam 0184
MachineScreen @machinescreen.bsky.social · 27/11/2025Now with some impact smoke/dust #gamedev #MetroidvaniaMonthJam 0112
MachineScreen @machinescreen.bsky.social · 27/11/2025Seismic Gel #gamedev #indiedev #MetroidvaniaMonthJam 1104
MachineScreen @machinescreen.bsky.social · 19/11/2025Build a bridge #gamedev #indiedev #MetroidvaniaMonthJam 093
MachineScreen @machinescreen.bsky.social · 18/11/2025Levitation Field Generator #gamedev #indiedev #MetroidvaniaMonthJam 1144
MachineScreen @machinescreen.bsky.social · 07/11/2025Well it took a while to work out how to do this but I've just finished this animatable #lowpoly hospital curtain in #blender. Very useful exercise as I learnt a lot about stuff I've never touched before - like Hooks and Drivers. #gamedev 1224
MachineScreen @machinescreen.bsky.social · 02/11/2025Finally found a way forward for the game I've been chipping away at for a while. I'd been worried it was very samey and potentially boring but I'm much happier with the plan for the overall structure now. #gamedev #indiedev #horrorgame #retrogame #ps1 075
MachineScreen @machinescreen.bsky.social · 03/10/2025Interestingly with Use Bicubuic Filter off the luxels aren't aligned to the edge this time, so it's needs to be on - which the opposite to what I found with pre-creating the UV2 in Blender. Off on right here. 020
MachineScreen @machinescreen.bsky.social · 03/10/2025Ok, so now I've decided to see how #Godot does at generating the UV2 itself. I just entered the luxel dimension on import and that fixes the bleeding because, unlike my original Blender UV2, Godot puts margins between each face, 2px by the looks of it. However there is still the alignment oddness. 120
MachineScreen @machinescreen.bsky.social · 02/10/2025Looking at the lightmaps side by side with an overlay showing the edges of each face demonstrates a couple of problems with the lightmap generated by #Godot. Bleeding between faces and the shifting of the central brightest areas up and to the right so the whole thing is off centre. 110
MachineScreen @machinescreen.bsky.social · 02/10/2025So I've now adjusted the generated lightmap manually to what I reckon it should be and it looks perfect. Only slight quirk I found is the lightmap needs a 1px border top and left. The difference between this and the generated one is significant. 110
MachineScreen @machinescreen.bsky.social · 02/10/2025Ok, so I seem to have fixed the odd dark ceiling by rearranging the UV2 in Blender. Possible that Godot doesn't like it when parts of the UV2 map are in negative space. Doesn't fix the aligment problems though... or the bizarre extra stuff on the lightmap... 110
MachineScreen @machinescreen.bsky.social · 02/10/2025Coming to the conclusion there might be something kinda broken about the way Godot 4 calculates lightmaps. Maybe this kind of thing isn't particularly noticeable with high resolution lightmaps but it's definitely noticeable with low-res Quake style lightmaps... 110
MachineScreen @machinescreen.bsky.social · 02/10/2025Yeah it definitely isn't the centre of the luxel that is being used to calculate it's value as this spotlight doesn't pass through the centre of the two luxels on the right in this image, yet they are being lit. 100
MachineScreen @machinescreen.bsky.social · 02/10/2025Turning off Use Bicubic Filter in the Lightmapping Project Settings seems to 'fix' the alignment issue, there are now 6x6 luxels on the plane. But the values of the luxels don't make much sense to me... Maybe the calculations are based on a corner of luxels rather than the centre? #gamedev 161
MachineScreen @machinescreen.bsky.social · 02/10/2025Finding some odd behaviour with LightmapGI in #Godot. I pre-generated a second UV map for this plane in Blender with a super low resolution of 6x6. For some reason Godot is moving the luxels so they no longer align with the edges and also it generated a tonne of unnecessary extra lightmap data... 120
MachineScreen @machinescreen.bsky.social · 13/09/2025Maybe something new #screenshotsaturday #gamedev #indiedev 0183
MachineScreen @machinescreen.bsky.social · 05/09/2025Funny how making menus makes a game seem much more 'real' and complete (even if it isn't... 😬) #gamedev #indiedev 2184
MachineScreen @machinescreen.bsky.social · 15/08/2025Been playing around with dynamically switching between lightmaps in #Godot in a similar fashion to the original Thief game. Unfortunately due to not being able to bake lightmaps from a script it does involve quite a bit of upfront manual work to get set up. #gamedev #indiedev 0196
MachineScreen @machinescreen.bsky.social · 18/07/2025Haven't posted much about my current project recently as I've been mostly trying to fix an odd performance issue that reared its head. Think I might be finally getting somewhere. To celebrate here's a silly clip of me tearing through the forest at 100mph... #gamedev #indiedev #horrorgame #retrogame 2286
MachineScreen @machinescreen.bsky.social · 10/07/2025Adults don't normally pose a problem if you're already engaged. #gamedev #indiedev #horrorgame #retrogame 0206
MachineScreen @machinescreen.bsky.social · 10/07/2025Flypast wip #gamedev #indiedev #horrorgame #retrogame 1145
MachineScreen @machinescreen.bsky.social · 09/07/2025I wake to a singular instruction boring deep into my brain. "Feed me", it says. #gamedev #indiedev #horrorgame #retrogame 0114
MachineScreen @machinescreen.bsky.social · 08/07/2025Today I've been working on a system to display the player character's thoughts in quiet moments. They might provide some insight into what's happening in this world. #gamedev #indiedev #horrorgame #retrogame 1426
MachineScreen @machinescreen.bsky.social · 04/07/2025Looks really comfortable though... #gamedev #horrorgame 0104
MachineScreen @machinescreen.bsky.social · 04/07/2025Wander infinite waiting rooms and have an existential crisis in my short psychological horror walking simulator. #gamedev #indiedev #horrorgame #retrogame 2187
MachineScreen @machinescreen.bsky.social · 26/06/2025The Waiting Rooms is my entry for the #ScreamForever jam. It's a psychological horror walking simulator preoccupied with monotony and infinity. Got a spare 10 minutes? Play in browser now: machinescreen.itch.io/the-waiting-... #gamedev #horrorgame #indiedev #retrogame 0105
MachineScreen @machinescreen.bsky.social · 22/06/2025Time waits for no man #gamedev #indiedev #horrorgame #retrogame 0175