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sAm

@samdrawngame.bsky.social
431 followers 25 following 1.8K posts

Sam, late 20s, they/them, 🇫🇮 Hobbyist, making stuff I feel like Minors DNI 🎨 Godot, ClipStudioPaint, Blender ⌨️ GDScript, C# page-by-sam.neocities.org

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sAm @samdrawngame.bsky.social · 12h
"Heh *points* mechanical..." Refining Mind Twister level Tawna's design and being reminded she's my favorite out of all of them thus far lol. #sAm_art
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sAm @samdrawngame.bsky.social · 16/10/2026
Learned today: Assigning object's dictionaries or single values directly in Godot using plugin scripts just sets them as default for all instances, and should instead have a duplicated new dictionary assigned to them. Anyway, Crate Tools expands.
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sAm @samdrawngame.bsky.social · 16/10/2026
Science #sAm_art
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sAm @samdrawngame.bsky.social · 15/10/2026
Another crate tools update for the day. Pile instantiation. The editor undo-redo still needs to be made to erase the whole pile at once, but otherwise insanly useful feature added to my editor only arsenal. #sAm_art
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sAm @samdrawngame.bsky.social · 14/10/2026
Also made the Crate Tools a little smarter and more organized. Pile spawning logic not in yet, just wanted to get its UI sorted. #sAm_art
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sAm @samdrawngame.bsky.social · 14/10/2026
Crates refactor day 5 After some brainfarts and forgetting to connect signals for an hour, gravity behavior implemented. Crate is now only responsible of setting its own visuals and physics layers, and calling the behavior manager. All heavy lifting layered by behaviors. #sAm_art
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sAm @samdrawngame.bsky.social · 14/10/2026
What do you mean Godot allows you to set a feature tag to run IN THE EDITOR? What do you mean Debug -> Customize Run Instances -> Main Feature Tag? What do you mean I could have done this and not export the game anytime I neede to test the demo build's features???
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sAm @samdrawngame.bsky.social · 14/10/2026
Crate refactor day 5 Movement behavior, because trying to manage gravity actions as part of the crate itself created another spaghetti web. Attribute smart enough to hide settings not relevant when gravity off. #sAm_art
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sAm @samdrawngame.bsky.social · 13/10/2026
Crate refactor day 4 BounceSurface behavior and BounceSurfaceReader behavior.
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sAm @samdrawngame.bsky.social · 13/10/2026
And Knuckles Reupload because wrong game title PNG for the book cover lol #sAm_art
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sAm @samdrawngame.bsky.social · 13/10/2026
Some more doodling #sAm_art
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sAm @samdrawngame.bsky.social · 13/10/2026
Quickie doodle Tawna if Dimension Twist dev was cool and made her playable and gave her skins. Or something #sAm_art
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sAm @samdrawngame.bsky.social · 12/10/2026
Refactored crates outlne trigger crate behavior added. I'm shocked, at how painlessly things just work compared to before, when behavior responsibility is more clearly separated like this. Trigger being an outline itself and just toggling without problems is great. #sAm_art
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sAm @samdrawngame.bsky.social · 12/10/2026
Crate refactor day 3 I think I finally cracked the code for better crate behavior management. Realized I gotta work in layers, and more clearly separate responsibilities. Very much noticable difference in making new crates. #sAm_art
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sAm @samdrawngame.bsky.social · 12/10/2026
I didn't know you can just press Ctrl+Shift+P in Godot to open a command palette, and look up your own editor script tools to run, instead of the whole open script -> File -> Run routine that'd have your view blocked from seeing what's happening in the scene. Neat.
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sAm @samdrawngame.bsky.social · 12/10/2026
Crate 3.0 initialization test Visual setting, collision setting, no gravity floating animation setting
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sAm @samdrawngame.bsky.social · 12/10/2026
When in doubt, enum state it out.
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sAm @samdrawngame.bsky.social · 12/10/2026
I love stepping away from something, realize I am walking in circles and into walls with how I currently try to do things, so I delete everything and try again. Anyway, crate 3.0 lol. I am trying, I am trying so hard to make the crates as smooth to work with as I can.
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sAm @samdrawngame.bsky.social · 11/10/2026
Fact: you can't directly reference nodes from a scene tree in a resource with an exported property. But: you can still do the same thing but with nodepaths if you know what you're doing.
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sAm @samdrawngame.bsky.social · 11/10/2026
Crates refactor day 2 Realized that the data resource itself holding all the behaviors and the behaviors being resources too was creating a bigger mess I had before refactoring. So, switched to node based approach again but with reusable modifiers. #sAm_art
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sAm @samdrawngame.bsky.social · 11/10/2026
A little sidetracked when I tried to figure out ways to not have resources turn themselves anonymous and unlinked from what's save to files when set to "local to scene". Generic useful tool dock for crate editing. Kinda like my scrapped Crash Tools plugin but more practical. #sAm_art
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sAm @samdrawngame.bsky.social · 09/10/2026
Random music, was just vibing setting this up lol. Today's progress on refactored crates: - Crate main object - Common crate component toggler - Crate data resource - Crate behavior base and breaking resource - Basic crate manager reset and final counted logic #sAm_art
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sAm @samdrawngame.bsky.social · 09/10/2026
My plan for the refactored crates is to ditch the crate spawner objects entirely, and make more use of resources for visuals and behaviors, to simplify the process of adding them to the scene and reduce the complexity of how they execute breaking, item rewarding, bouncing etc. #sAm_art
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sAm @samdrawngame.bsky.social · 09/10/2026
Now that the demo is out, the next big thing I want to focus on is a complete refactoring of how crates work. After demo released, I noticed INSANE lag related to crates specifically, how their time trial swap is handled, how they detect and move crates on top etc. It needs to be reworked.
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sAm @samdrawngame.bsky.social · 09/10/2026
Useless Twinsanity Woods facts - You are stalked by a peeking Peeper Leaf plant throughout the level, spot them all - The wumpas have access to 3 different sprite animation sheets that they pick randomly at the start - No point properly UV mapping what you'll never see #sAm_art
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sAm @samdrawngame.bsky.social · 08/10/2026
Sometimes I doubt the in game F2 screenshot button. But then I'm funny.
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sAm @samdrawngame.bsky.social · 08/10/2026
That was easier than expected lol, awesome. I ended up using a custom resource instead of JSON because reasind JSON strings as more advanced objects like Vector3, Transform3D and such is awful and not worth it lmao. Definitely feels a bit faster to load levels now. #sAm_art
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sAm @samdrawngame.bsky.social · 08/10/2026
Going to be experimenting with the RenderingServer to reduce level file sizes and load times further. Will likely not go live for the demo via a patch, since experimental.
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sAm @samdrawngame.bsky.social · 08/10/2026
Random comment mentioning the game feels like a fever dream. But how do you think I feel when it feels like only yesterday I was still at this phase of development of the first level and releasing even just a demo felt like forever away lol
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sAm @samdrawngame.bsky.social · 07/10/2026
www.youtube.com/watch?v=deI-...
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sAm @samdrawngame.bsky.social · 06/10/2026
With alt text
Hello! Thank you everyone for downloading and trying out the level 1 demo!
This maintenance release focuses mainly on technical fixes and tweaks, and very minimally on anything visual.
Notable changes
Air velocity weight adjustments

Many players reported movement in the air feeling heavy and floaty, causing a lot of situations where the character would miss a box when trying to platform precisely by letting go of directional inputs midair.
The air velocity weight has been adjusted (acceleration 4.0 -> 7.0, deceleration 2.0 -> 5.0) to make the movement not as floaty but not like coming to a perfect sudden stop either. Hopefully, this feels like a happy medium and less frustrating.
Normal spinning grace period

Some players reported spinning feeling like it doesn't work half or most of the time. This was due to the spin collisions being disabled immediately when the button is let go. This is still the case for small spins where precision for things in between explosives is important, but now, while moving and just tapping spin, there is a 0.06 seconds grace period before the collision is fully disabled. This still keeps it working similar to the PS1 games, but hopefully makes it more reliable.Camera path curving and trigger area tweaks

To make the transition from 3D to 2D near start of both rivers feel more natural, the camera paths have been curved slightly to ease the transition process and make it less sudden.

Camera triggers in the bonus have been adjusted to accomodate not fully leaving one area while in a new one, lessening odds of the camera being confused about which zone the player really is and leaving them behind.
Game crash on start fix

Some reported game crashes while spamming button press during menu screen entry. This was due to level load triggering multiple times and causing an infinite await. Buttons are now disabled while the title animation plays.Minor changes

Added color gem hint and TW Tawna hit animation
Fixed options menu audio errors with mouse clicks
Fixed bounce crates not resetting health after respawn
Ground velocity weight adjusted from 10.0 to 12.0
Air velocity weight adjusted
Player speed adjusted from 6.2 to 6.6
Adjusted enemy damage boxes
Adjusted 2nd river's damage areas
Adjusted 2nd river's platforms' height
Adjusted jump animation timing
Adjusted exit collision shape and size

Thank you again for playing!
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sAm @samdrawngame.bsky.social · 06/10/2026
"This is so stupid, why does it do that, does player's Y-position really matter that much on simple paths???" Turns out no. Fuck lol.
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sAm @samdrawngame.bsky.social · 06/10/2026
Itch is acting kinda weird so here's the log in image form. Separate alt text later when the servers actually connect lol.
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sAm @samdrawngame.bsky.social · 06/10/2026
Dimension Twist maintenance release 1.0.1 available now Change log: sam-gamedev.itch.io/crash-bandic... Download: sam-gamedev.itch.io/crash-bandic... gamejolt.com/games/crash_... #sAm_art
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sAm @samdrawngame.bsky.social · 05/10/2026
Popping up like Bungle in the jungle to go "You're pervy!" at people who drag me to this bollocking jungle to look at Twinsanity Tawna through the binoculars and interrupt my Stranger Things watching.
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sAm @samdrawngame.bsky.social · 05/10/2026
Crash Bandicoot Dimension Twist demo out in malls everywhere sam-gamedev.itch.io/crash-bandic... gamejolt.com/games/crash_... page-by-sam.neocities.org/my_games/cra... #sAm_art
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sAm @samdrawngame.bsky.social · 04/10/2026
Bit of an all nighter on my end. But still, one more day.
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sAm @samdrawngame.bsky.social · 02/10/2026
2 more days #sAm_art
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sAm @samdrawngame.bsky.social · 01/10/2026
My one spooky month post.
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sAm @samdrawngame.bsky.social · 30/09/2026
Here you go, some random who told me "needs more camera shake" like a year ago lol #sAm_art
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sAm @samdrawngame.bsky.social · 30/09/2026
What I have to look at everytime
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sAm @samdrawngame.bsky.social · 30/09/2026
Godot millisecond tracking protip: Snappedf it to a whole or single digit decimal number. Otherwise it will over- and/or undershoot the actual value if you use delta time.
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sAm @samdrawngame.bsky.social · 30/09/2026
Some time trial display logic. You get a rainbow if you beat a dev time. Times displayed here not final, I just needed anything but "00:00:00" for all the times lol. #sAm_art
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sAm @samdrawngame.bsky.social · 29/09/2026
Exported a web build just for the fun of it. "Will the demo be for web/mobile?" Safe to say no LMAO
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sAm @samdrawngame.bsky.social · 28/09/2026
One thing I will show from today tho: To make shadowy spots feel more real, I added an area that applies a dark vertex color multiplier to player. Did it this way because colored lights, normal or negative, do not affect models properly, whether because of the environment or shaders. #sAm_art
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sAm @samdrawngame.bsky.social · 28/09/2026
Inside me is a frustrating conflict "I should assemble the level entirely in Blender to paint vertex color shadows properly on everything so it looks better" "Way too tedious to go back and forth Blender and Godot to adjust small details with props, juts rotate the darker sides visible better"
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sAm @samdrawngame.bsky.social · 27/09/2026
We interrupt this program for breaking news! Prop placement stupid, moved back to make enemy appear in front and be less hard to see when camera pans. And now, back to your regularly scheduled scrolling.
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sAm @samdrawngame.bsky.social · 24/09/2026
Also learned today while looking at command line: Custom class' variable requiring a reference to another object of same type on export = bad, memory leak, cyclic reference Custom class' variable requiring a reference to another object of same type on export_custom = good, no leak, not cyclic
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sAm @samdrawngame.bsky.social · 24/09/2026
"I got it, I FUCKING GOT IT!", I said calmly, as I finally understood the monster that is custom_export dictionary typing. In short, I am no longer restricted from making dictionaries with as many sub dictionaries of specific types as I want (not allowed by default in Godot).
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sAm @samdrawngame.bsky.social · 24/09/2026
Put some tags visible in the Games page for the sake of people who don't wanna view horror not viewing horror and such.
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