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Moonwire Media

@moonwiremedia.bsky.social
50 followers 5 following 3 posts

A small independent group with an ethos of making unique and compelling games that have the ability to leave a lasting impact on the player. 🦇 Developing BloodDrive, beat-em up RPG combining MOTHER and Yakuza 🌙 Discord: discord.gg/bEWf7aXhHp

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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 13/02/2026
I'm really proud of the state LunarFramework is in, a massive framework that adds proper multiplayer, actor/remote system, gamemode system, Half-Life 2 styled versions of these components, and other goodies into Godot! It's being used by all our games now! :D
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 07/09/2025
Character redesign iterations for Lori from Nightmarish Evils @moonwiremedia.bsky.social
Various iterations of a character named Lori, she's wearing fashionable late 70's and early 80s work place attire.
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 22/08/2025
Salvador model from Nightmarish Evils, a "villian hero shooter" being developed by @moonwiremedia.bsky.social
A lanky cowboy werewolf with dark brown fur with a faint tint of green, their overall shading being akin to Team Fortress 2.The same cowboy werewolf but no longer posing.
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 31/07/2025
so this is very silly but theres no good piss easy collaborative level design tool we could all use so we built the entire lycanthropy game map in minecraft before going in-engine
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sievaxx @sievaxx.bsky.social · 30/07/2025
i've been up to some more tf2-style shader shenanigans valves papers at the time mentioned using a view dependent term for the lightwarp texture too (Barla06), as well as hue-shifting the lightwarp based on the albedo. i made a 3d lightwarp texture that does both of these and holy moly #godot #tf2
Text from image:
"""
Barla, 2006
• Barla has extended this technique by using a 2D texture lookup to
incorporate view-dependent and level-of-detail effects.

• Fresnel-like creates a hard “virtual backlight” which is essentially a
rim-lighting term, though this term is not designed to correspond to
any particular lighting environment.
"""

There are two 2D Lookup textures shown too, with the X axis corresponding to the "N.L" (dot product of the Normal and the Light vectors), and the Y axis corresponding to "|N.V|^r" (Dot product of the Normal and the View vectors, clamped to positive, and with an exponent for control)Text from image:
"""
7 Future Work
In future projects that call for illustrative rendering, we would like
to further extend the model described above. For example, we have
already experimented with extending our modification of the tradi-
tional Lambertian term to increase saturation of the particular hue
of the albedo texture. To do this, we compute the hue of the albedo
using shader operations and use the hue as the second coordinate
into a 2D map which is an extension to the 1D map shown in Fig-
ure 7, where hue varies along the new axis. In practice, even a
tightly optimized RGB-to-Hue conversion routine compiles to more
than twenty pixel shader cycles, and we weren’t willing to bear this
expense on Team Fortress 2 era hardware. In the future, we would
like to be able to include this kind of extension to our diffuse model.
"""a series of slices of a 3d texture, incorporating both of the previous images details. the X and Y axis mimicking whats described in Barla06, and the Z axis now using the hue to drive it. The slices along the Z axis contains the same lightwarp but with hue and saturation changes.
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Moonwire Media @moonwiremedia.bsky.social · 24/10/2024
🌙 Hey folks, we're on Bluesky now! Time for some introductions... We're working on a beat-em-up RPG called BloodDrive, drawing inspiration from MOTHER and Yakuza! #godot #godotengine #indiedev #gamedev
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 16/06/2025
Finished model for the werewolf character :)
To the left is a humanoid with white hair and tan skin wearing a black trench coat covered in cosmetic belts with a trans pin and smiley pin. To the right is the same person in their werewolf form, they have white fur and yellow eyes, their height has also increased.The same two forms of the characters except without their trenchcoat.
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 02/06/2025
some weird lights showed up in my debug room 🏳️‍⚧️
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Moonwire Media @moonwiremedia.bsky.social · 27/05/2025
HEY, WE'RE STILL ALIVE! Here's information on what's going on along side our project timeline!
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 06/04/2025
new dev post on the POSTAL inspired game player character has been going through a redesign along with gameplay, heres some concept art of them :)
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 06/04/2025
modeled and textured B) unhappy with the face texture but ill make adjustments soon
A person with white short hair tied into a pony tail. They have yellow eyes, brown skin, and a neutral expression. They also wear a black trench coat with an assortment of belts, a trans pin, and a ":3" yellow pin.The same person but without their trench coat, they wear a black crop top that covers their entire upper body, accessory belts around their stomach, shorts with leggings, and tall black boots.
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 11/11/2024
This was already posted on the other stinky site, so I should post it here too! Character for an unannounced villain hero-shooter being developed by @moonwiremedia.bsky.social #art #blender #gamedev #indiedev
Character model sheet of a character named "J." He's a skeleton wearing a dirty green jacket with a tan shirt.
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 29/10/2024
dude... 🤢
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Lily 🏴🏳️‍⚧️ @cherrydev.bsky.social · 26/10/2024
I do programming and art for this!!
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cazsu @cazsu.bsky.social · 24/10/2024
i made the music and sound effects for this game :3
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Moonwire Media @moonwiremedia.bsky.social · 24/10/2024
🌙 Hey folks, we're on Bluesky now! Time for some introductions... We're working on a beat-em-up RPG called BloodDrive, drawing inspiration from MOTHER and Yakuza! #godot #godotengine #indiedev #gamedev
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