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nullnxte

@nullnxte.bsky.social
1K followers 477 following 332 posts

hi im nate, i make games in #Godot find more at www.nullnxte.com

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nullnxte @nullnxte.bsky.social · 27/11/2025
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nullnxte @nullnxte.bsky.social · 26/11/2025
working on a fish game for a jam eat fish > get bigger > eat bigger fish > conquer the world (pond)
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nullnxte @nullnxte.bsky.social · 14/11/2025
i have pivoted and trashed the charging attack, blocking, and stamina. the fun ive found is in the fast paced movement, dashing, and slashing also it FEELS GOOD to cut shit!!!! makes you lightweight and free to explore #gamedev #indiedev #godotengine
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nullnxte @nullnxte.bsky.social · 13/11/2025
_-ᵈᵒᵘᵇˡᵉ ᵗʳᵒᵘᵇˡᵉ -_ _model by aresnios #gamedev
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nullnxte @nullnxte.bsky.social · 12/11/2025
working on a small game for a personal game jam of one month this is the beginnings of HOLY WRIT, an arena combat game this week ive implemented the attack charging, blocking, dashing, and a very scalable viewmodel and movement system almost ready for some enemies #indiedev #gamedev #godot
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nullnxte @nullnxte.bsky.social · 10/06/2025
he is getting ratio'd and dragged in every conceivable group chat bro is packing his bags
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nullnxte @nullnxte.bsky.social · 10/06/2025
the company i work at does a monthly newsletter and this guy sent an email to the ENTIRE COMPANY being a bigot
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nullnxte @nullnxte.bsky.social · 08/06/2025
heads up that when browsing #gamedev feed you can block the new ads by excluding the "promotion/ads" tags, or using @steinmakesgames.bsky.social's gamedev feed instead!
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nullnxte @nullnxte.bsky.social · 06/06/2025
getting him into the engine some outline goofiness from the normals being messed up, and i think he needs some more texturing to add some flavor; he's a bit bland once in a scene #gamedev #godot #b3d #indiedev
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nullnxte @nullnxte.bsky.social · 01/06/2025
✌️ yo! im working on an unannounced first person adventure game. the vision is to have the farmlife of Stardew, etc + the combat of games like Chivalry or Mount & Blade.
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nullnxte @nullnxte.bsky.social · 01/06/2025
We worked on the Murfang more on stream, here's the result! #gamedev #b3d #blender #indiedev #godotengine #godot
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nullnxte @nullnxte.bsky.social · 30/05/2025
I'm glad someone else here appreciates his videos lol I was thinking while watching the latest one how much I would love to have him narrate & walk me through coding
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nullnxte @nullnxte.bsky.social · 30/05/2025
continuing to iterate, so much more work to be done on this guy im calling it a Murfang, a low level enemy that will fight with sword and shield thinking of adding leather straps and armor, maybe a cloak? i am literally learning 3d modeling as i do this lmao #gamedev #blender #godot
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nullnxte @nullnxte.bsky.social · 30/05/2025
a lil belt✨
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nullnxte @nullnxte.bsky.social · 28/05/2025
ive been working on 3d modeling and making great progress! this is an enemy im workshopping. might try some different colors and more accessories. need to figure out what looks right in engine #gamedev
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nullnxte @nullnxte.bsky.social · 18/05/2025
r a t
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nullnxte @nullnxte.bsky.social · 18/05/2025
never retopo'd in my life and making an absolute mess of it. but we're learning 👍 #gamedev
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nullnxte @nullnxte.bsky.social · 15/05/2025
really loving this 2006 paper by the F.E.A.R devs on making great AI using goal-oriented planning a pretty basic FSM will work for my purposes, but im getting great tips on decoupling behaviors. it should pair well with Godots component-minded approach www.gamedevs.org/uploads/thre...
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nullnxte @nullnxte.bsky.social · 15/05/2025
THE WAIT IS OVER. new update we got slicin'. we got dicin'. we're directionally whoopin ASS 😤 new animation system is in blocking is in i think its time to work on an enemy that isn't wooden.. #godotengine #gamedev
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nullnxte @nullnxte.bsky.social · 14/05/2025
and yeah we get a legend. I'm the cartographer of my own mind
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nullnxte @nullnxte.bsky.social · 14/05/2025
ive learned my brain appreciates chaotic task flowcharts instead of long checklists I like moving ideas/tasks and connectin em with noodles I can identify a task that's a nexus to many others & see the impact of cracking it really helps me see rational paths of development & task dependencies
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nullnxte @nullnxte.bsky.social · 12/05/2025
a Godot tip I learned: To pause an animation being played via AnimationTree, you can't just set AnimationTree.active = false. This causes the animation to reset to its first frame when the Tree is set to active again. Instead, hook up a TimeScale node and set that to 0 or 1 to pause/resume!
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nullnxte @nullnxte.bsky.social · 12/05/2025
nothing to show quite yet, but the animation system is now working in Godot's AnimationTree framework. I'll tidy up getting it to feel right, and then get back to combat mechanics.
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nullnxte @nullnxte.bsky.social · 08/05/2025
Wikipedia troublemakers within 30 seconds of the announcement
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nullnxte @nullnxte.bsky.social · 07/05/2025
in another instance of making things tougher on myself for no reason, i do all of these animations in code & am now realizing the growing pains this will cause ive spent the last few days transitioning to an AnimationPlayer node instead it will take some doing to get it as smooth 🥲 #gamedev
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nullnxte @nullnxte.bsky.social · 05/05/2025
Quick dungeon vibe test yesterday. I don't love it, but it's good to get some progress in that area. time to iterate a bunch #gamedev
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nullnxte @nullnxte.bsky.social · 30/04/2025
this term also applies to interactions where the game model for a system is extremely direct & no longer symbolic in the Nintendo DS game Lost In Blue, players had to physically blow into the microphone to provide oxygen to the fire. this model directly simulates interacting with a real fire
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nullnxte @nullnxte.bsky.social · 29/04/2025
TW: SPIDERS ive been quietly cooking pretty stuff and schwackable enemies. this guy is placeholder while i work on AI & combat #gamedev #godotengine #indiedev
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nullnxte @nullnxte.bsky.social · 24/04/2025
doing some character tests and seeing what styles match the game style free models to test with thanks to @TheGameAssets & @wilsonghm99 #gamedev
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nullnxte @nullnxte.bsky.social · 22/04/2025
introducing some palette colors and testing out more art styles posterization wasn't really working but I may try it again later
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nullnxte @nullnxte.bsky.social · 20/04/2025
You can! If you ensure 'Alpha' is selected under the Transparency tab, you can adjust the Alpha value in the Albedo Color. Alternatively, you can scroll to the Geometry tab in the Inspector and adjust Transparency there (although I would probably just use the Albedo alpha method)
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nullnxte @nullnxte.bsky.social · 18/04/2025
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nullnxte @nullnxte.bsky.social · 18/04/2025
swinging animations are a little messed up now, but i added directional slashing via mouse movement now his right cheek is gettin' some whoop ass too 👍 #gamedev
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nullnxte @nullnxte.bsky.social · 17/04/2025
this guy said you couldn't follow your dreams so i beat the shit out of him for you 👍🏼 go follow your dreams #gamedev
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nullnxte @nullnxte.bsky.social · 16/04/2025
"All universal rules of game design are bullshit and every design decision is case-by-case" Loving this presentation by the UltraKill developer ✨️
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nullnxte @nullnxte.bsky.social · 15/04/2025
teachin this dummy a lesson 😤 #gamedev
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nullnxte @nullnxte.bsky.social · 13/04/2025
... This will initialize your variable as soon as your scene is fully initialized (and your viewport will then exist). or you can just create the variable without initializing it, and set it in the _ready() function. This is, as far as I know, the same as using @onready
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nullnxte @nullnxte.bsky.social · 13/04/2025
the dappled canopy shadows look a little silly, but i'm pleased with the effect🌳 #gamedev
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nullnxte @nullnxte.bsky.social · 11/04/2025
lookin for things to schwack with my new sword #gamedev
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nullnxte @nullnxte.bsky.social · 10/04/2025
modified this sky shader to allow moon texturing. i want to add sun glare next
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nullnxte @nullnxte.bsky.social · 09/04/2025
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nullnxte @nullnxte.bsky.social · 08/04/2025
island life 🏖
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nullnxte @nullnxte.bsky.social · 01/04/2025
#gamedev #indiedev #godotengine #godot
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nullnxte @nullnxte.bsky.social · 30/03/2025
steam reviews are beyond stupid lol
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nullnxte @nullnxte.bsky.social · 18/03/2025
Day 5 gameplay loop is DONE! made a hover menu for the pistons, and enhanced readability im now focused on levels and some stretch goals (maybe???) then its a rush to clean up before the finish line idk if its lame or actually fun lol, but ive impressed myself with this project. ive done *a ton*
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nullnxte @nullnxte.bsky.social · 17/03/2025
Day 4 almost all gameplay elements are in, today and tomorrow I'm gonna feverishly get levels done and leave Wednesday and Thursday for polish, etc. I think I can do it 😬 I just may not get to everything I wanted to get to. but I'd rather have a polished ~20 minutes than messy & buggy
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nullnxte @nullnxte.bsky.social · 15/03/2025
Day 2 we have drag and dropping parts, stress indicators for each slice. you have small, large, and dampening pistons. balance the stress and fuel properly so that the engine runs correctly. need to add console with big red button for starting it, fuel, and content content content after that
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nullnxte @nullnxte.bsky.social · 14/03/2025
1st day down The basic framework is ready, just need to add in all the gameplay elements. The idea is you need to get the engine to run. You place small, large, or dampening pistons in slots to manage the level of stress in each slice. as levels progress, more slices and difficulty creeps in
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nullnxte @nullnxte.bsky.social · 03/03/2025
nothing like ink brush sketching
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nullnxte @nullnxte.bsky.social · 28/02/2025
I'm finalizing some mech designs. modeling this bad boy now can you find the smiley face? 😙 #gamedev #solodev
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