Sign in

scarzehd

@scarzehd.itch.io
60 followers 55 following 407 posts

Game developer, in theory. they/them

PostsRepliesMedia
scarzehd @scarzehd.itch.io · 01/10/2026
A while ago, I made this design for a weapon in my #indiegame, source_control. I wrote the notes pretty sloppily so they aren't super legible, and this erasable pen's gotten significantly less erasable since then. Oh, well. That's what alt text is for.
A sci-fi grenade launcher containing a ball of electricity in a glass case. Notes describe various elements of the design. From left to right:

"Left hand grip"
"Tube bends 90° into the gun"
"Trigger"
"Handle"
"Feed wraps around to other side of the glass"
134
scarzehd @scarzehd.itch.io · 01/10/2026
Never put an error message like this on your website. It's unhelpful to literally everyone involved and trying again later is rarely a working solution.
A screenshot of a YouTube error message reading "An error occurred. Please try again later."
011
scarzehd @scarzehd.itch.io · 01/10/2026
Well, that took longer than I expected. www.youtube.com/watch?v=JB6A...
youtube.com
Using 1% of my GPU's true power to play source_control (ft. my deafening keyboard)
YouTube video by scarzehd
011
scarzehd @scarzehd.itch.io · 01/10/2026
I... forgot to add my voice back in. Fixed version incoming.
100
scarzehd @scarzehd.itch.io · 01/10/2026
I made another video about my #indiegame . I still don't really like having my voice recorded, but it's maybe a bit more interesting to watch. youtu.be/twpnAQNPPiM
youtu.be
Using 1% of my GPU's power to play source_control (ft. my deafening keyboard)
YouTube video by scarzehd
255
scarzehd @scarzehd.itch.io · 29/09/2026
Isn't it almost identical? I thought they just split up layers into their own nodes. Also, isn't the old Tilemap node still there?
100
scarzehd @scarzehd.itch.io · 26/09/2026
My day has been thoroughly ruined.
030
scarzehd @scarzehd.itch.io · 26/09/2026
Why does this feel like it comes from personal experience?
010
scarzehd @scarzehd.itch.io · 26/09/2026
As long as X is horizontal, I'm happy.
170
Reposted by scarzehd
Matius @bymatius.bsky.social · 25/09/2026
TINY BRUTALISM A cozy little sandbox for making not-so-cozy architecture. check it at @itch.io placeholders.itch.io/tiny-brutalism #gamedev #indiedev
2228
Reposted by scarzehd
Zi @majormcdoom.bsky.social · 25/09/2026
A little experiment with postprocessing on *baked* lightmaps in Godot (they're just textures after all!). If you snatch the internal lightmap data and do some arcane SubViewport shenanigans, you can also use it to do *spatialized* effects on the lightmap too. #GodotEngine #gamedev #indiedev
922127
scarzehd @scarzehd.itch.io · 25/09/2026
I just read some of my old messages. Damn, I used to be funny. See you all in six months when I read this post and think, "damn, I used to be funny."
020
scarzehd @scarzehd.itch.io · 25/09/2026
People who don't make art or write music or tell stories or code or do anything creative whatsoever confuse me. The need to create is like the need to eat or drink or breathe. You're telling me you go home and you don't make anything? What do people like that even do?
010
scarzehd @scarzehd.itch.io · 24/09/2026
That's sort of what source_control is based around. Technology is magic. Magic is technology. Code is a language of arcane invocations. Compilers are ancient rituals. Documentation is eldritch tomes and scrolls. The world is code; neat and tidy and yet still inscrutable to the masses.
020
scarzehd @scarzehd.itch.io · 24/09/2026
Some time ago, I realized that not only do most people not understand how computers work, they also don't even think about it. "How does this work?" just isn't even a question they think about asking. It may as well be magic to them. It's beyond understanding unless you're a wizard.
242
scarzehd @scarzehd.itch.io · 24/09/2026
Back at it again. It's been a while, but it was worth the wait.
000
scarzehd @scarzehd.itch.io · 23/09/2026
The effect actually looks a little stronger here.
010
scarzehd @scarzehd.itch.io · 23/09/2026
For reference, the first level is about twice as many tris as The Cursor here. There are a lot of transparent objects but the effect persists even when I disabled the majority of them. And even then, there shouldn't be enough to matter here.
000
scarzehd @scarzehd.itch.io · 23/09/2026
Doing some optimization since my new PC doesn't have a GPU yet. My FPS nearly doubles when I look at the sky, presumably because the level is getting frustum culled. But the level is really simple so even on integrated graphics I feel like it shouldn't matter that much.
100
scarzehd @scarzehd.itch.io · 23/09/2026
Ah, well, that's what I'd call an issue of skill.
120
scarzehd @scarzehd.itch.io · 22/09/2026
I'm not an artist. I have just about no natural artistic talent. And yet, I don't consider using image generators for even a second. If there are blind artists and deaf musicians, what excuse do the rest of us have?
000
scarzehd @scarzehd.itch.io · 22/09/2026
"But, scarzehd, not everyone is naturally good at code!" No one's asking you to be talented. I'm asking you to become skilled. If you refuse to even attempt that, you're lazy and uninteresting.
100
scarzehd @scarzehd.itch.io · 22/09/2026
Some people detest AI in art but find it either acceptable or a necessary evil in code. I am not one of those people. If you use AI for art, code, or even just for ideas, I don't like you personally.
100
scarzehd @scarzehd.itch.io · 22/09/2026
It wastes your own time, of course, because you end up with nothing of value. And it also wastes the time of the players, obviously. But most importantly, it wastes the time of the other participants. No one who's anyone is interested in competing against you by proxy.
120
scarzehd @scarzehd.itch.io · 22/09/2026
What even is the point of entering a game jam if you're using AI? It's not a test of your skill. It's not really a test of anything. It's just a pointless waste of time for everyone involved.
3220
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 22/09/2026
Friends, I am absolutely ludicrous, and here is a gravity sim that doesn't use velocity or calculate any force. In a usual sim, you track position and velocity, and update the position every frame by adding the velocity. Mine just tracks the current position and last position. [...]
1174
scarzehd @scarzehd.itch.io · 21/09/2026
See how easy it is not to use AI for placeholder assets?
000
scarzehd @scarzehd.itch.io · 21/09/2026
A few years ago, I made a stupid shitpost game in like a week. Now, I've spent the last several weeks making it actually almost good! But not quite. Wouldn't want to rock the boat. www.youtube.com/watch?v=HtWK... #gamedev
youtube.com
Five Nights at Sh*thouse
YouTube video by scarzehd
171
scarzehd @scarzehd.itch.io · 20/09/2026
From what I hear, it's just a lot of boilerplate.
110
scarzehd @scarzehd.itch.io · 18/09/2026
I've been doing some testing with runtime baking of Godot's NavigationRegion. It seems like the new navmesh doesn't actually take effect until 3 frames after it finishes baking. As far as I can tell, though, this behaviour isn't documented anywhere.
001
scarzehd @scarzehd.itch.io · 17/09/2026
That shading is really cool. How'd you do it?
100
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 14/09/2026
How big do I have to blow this up for phone screens? You can't see how cool this is! I made particle paint brushes, and they paint in magic colors. I'm painting with glitter and rainbows. #Godot #Art #CreativeCoding
0276
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 29/08/2025
A little quick morning simulation experimentation. Here, I've moved a particle swarm using fractal Brownian motion and allowed their movement to leave imprints on a mesh. The results after some tuning look like pretty lifelike stone.
A less default cube.
3142
scarzehd @scarzehd.itch.io · 16/09/2026
This is so incredibly overkill. I love it.
110
scarzehd @scarzehd.itch.io · 16/09/2026
Why do you think that?
200
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 16/09/2026
I should probably be a little cagier about details, because I think what I'm working on is very very clever. But it's only very very clever if I make it work correctly. Here, my new gravity simulation technique appears to work, though correctly is an open question.
263
scarzehd @scarzehd.itch.io · 16/09/2026
Oh, boy.
A box containing 16GB of T-Force Vulcan DDR5 RAM.
000
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 15/09/2026
I was right. I used a For Each Element in the first version, then a Repeat zone inside it, but Geometry Nodes is already executing for each element. With the unnecessary section taken out, it now happily supports up to around 600 objects in realtime. #Blender #GeometryNodes
1144
scarzehd @scarzehd.itch.io · 15/09/2026
Where's our Raldi's Crackhouse? Our Unity Asset Store asset flip #51? Our Original Joy of Creation with Nearly No Gameplay Whatsoever? Well, now, it's right around the corner.
000
scarzehd @scarzehd.itch.io · 15/09/2026
For too long, low effort shitpost games have been the domain of Unreal Engine and Unity developers. I'm here to prove that Godot, too, can make games that look, play, and make you feel like shit.
100
Reposted by scarzehd
Godot Engine @godotengine.org · 15/09/2026
From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.
godotengine.org
Optimizing CPU-side Rendering Code – Godot Engine
Optimizing CPU code is a lot of fun. Here’s how we do it
327941
scarzehd @scarzehd.itch.io · 15/09/2026
Hmm.
000
scarzehd @scarzehd.itch.io · 14/09/2026
I think something a lot of people need to remember is that deltarune is not meant to be "solved." This is not FNAF. You're not always supposed to put the pieces together.
000
Reposted by scarzehd
Fidel Destro @fideldestro.bsky.social · 12/09/2026
Just messing about with some squares this morning #Blender #MotionGraphics
1164
scarzehd @scarzehd.itch.io · 14/09/2026
Wow! This is incredibly incorrect!
000
scarzehd @scarzehd.itch.io · 14/09/2026
It's a major update to a shitpost game I made a few years ago. It's pretty insignificant, as far as these things go. But it's fun, and it's more or less complete. There's more I'd like to do with it, as there always will be, but I'll finally have something to back up my claims of being a game dev.
000
scarzehd @scarzehd.itch.io · 14/09/2026
I'm nearing the completion of my side project. This is a pretty significant milestone for me because after spending a year putting everything I had into source_control, I ended up with nothing to show for it.
110
scarzehd @scarzehd.itch.io · 14/09/2026
I've been working on this thing. It's a terminal-based puzzle game. Before I could make any puzzles, though, I had to make a fake shell environment. This'll be my first real project in C++, too.
041
scarzehd @scarzehd.itch.io · 14/09/2026
I think DaVinci Resolve is free on all platforms? That's what their website and the arch wiki seem to suggest. It seems like they don't package for Fedora, though. Almost no one does.
110
Reposted by scarzehd
Alfred Reinold Baudisch @alfredbaudisch.com · 13/09/2026
Pixel Art Studio v1.2 for Blender is out! More than 40 new features and improvements! Clipping Layers, Transparency Masks, Transforms, Fill Half-Pixels, Custom Brushes, Layer Blending Modes, Adjustments, Text Tool, Brush Preview, and much more! #blender3d #pixelart
414839