xax @xax.mastodon.social.ap.brid.gy · 04/09/2026i got all the plant information being loaded from data files instead of messily hardcoded in the source! 020 2
xax @xax.mastodon.social.ap.brid.gy · 11/08/2026i got the wang tiling working!! now to model at least 2 more sets of things to get the capacity for more interesting shapes! 041 4
xax @xax.mastodon.social.ap.brid.gy · 25/07/2026[monster dick] i'm actually trying to fully Finish Out this model and that's a lot harder b/c there's all these ik constraints and flex bones and figuring out how to make any kind of unsheathing animation. i haven't even finished uv-wrapping it 000 0
xax @xax.mastodon.social.ap.brid.gy · 10/07/2026[monster dick] and then i added a dick!! (i miss monsterpit) 010 1
xax @xax.mastodon.social.ap.brid.gy · 20/05/2026fairly sure i'm done with character sprites for now. on to plants or something! 000 0
xax @xax.mastodon.social.ap.brid.gy · 11/05/2026i'm always a bit on-the-fence about how explicit or sexual i should make my game, but every time i hear about yet another platform categorically banning anything that dares mention sex the more weight i put on the side of 'it needs to be overwhelmingly obscenely explicit pornography actually' 000 0
xax @xax.mastodon.social.ap.brid.gy · 05/05/2026shadowmapppp it's still glitchy and incomplete but i'm very proud that it's anything shadow-looking 111 1
xax @xax.mastodon.social.ap.brid.gy · 27/04/2026anyway i got better day/night transitions + the radial light code working with the day/night palettes. so that's neat! 041 4
xax @xax.mastodon.social.ap.brid.gy · 24/04/2026it _is_ very neat that this game has gotten to the point where i can genuinely consider what i want the underwater caves to look like. but. 010 1
xax @xax.mastodon.social.ap.brid.gy · 24/04/2026i really gotta fix the culling thing where water surfaces get culled like any other tile when you're beneath them 140 4
xax @xax.mastodon.social.ap.brid.gy · 20/04/2026ported over some of my simple random dungeon generation code from haskell to javascript for my game. these aren't really exciting to look at & would almost certainly not be fun to play, but it's a start, considering that currently the 'cave layer' in my game […] [Original post on mastodon.social] 041 4
xax @xax.mastodon.social.ap.brid.gy · 04/04/2026(there are several steps involved to make that feasible since these layouts are stored internally as ascii art) 000 0
xax @xax.mastodon.social.ap.brid.gy · 04/04/2026finally made it possible to learn skills through the skill UI. it still needs a bunch of polishing but the fundamental functionality is complete 100 1
xax @xax.mastodon.social.ap.brid.gy · 28/03/2026in some ways code is easier than game design b/c code more clearly has a "right answer", whereas design is asking more ambiguous questions about intent and goal and vision 010 1
xax @xax.mastodon.social.ap.brid.gy · 28/03/2026so i've finally gotten so much of the Engine Stuff done to where i'm now thinking about like... npcs & npcs scheduling & characters & writing dialog for all of that. you know, game stuff! instead of code stuff 151 5
xax @xax.mastodon.social.ap.brid.gy · 27/02/2026finally gave proper material values to all the sticks and blocks so there are no longer weird white outlines everywhere. it's a step!! #gamedev 0102 10
xax @xax.mastodon.social.ap.brid.gy · 18/02/2026i have like a billion plant and building sprites drawn that i've never used b/c i haven't been able to think about how to actually lay them out as a coherent structure in the world yet. but i should probably do that soon, if only to make the game world look a little less flat and empty and […]mastodon.socialOriginal post on mastodon.social 000 0
xax @xax.mastodon.social.ap.brid.gy · 18/02/2026i finally started working on this again and made another big step towards removing all the hardcoded spritesheet information. one day all of these will be data files and separate images instead of premade atlases in the mean time though i accidentally turned […] [Original post on mastodon.social] 141 4
xax @xax.mastodon.social.ap.brid.gy · 23/01/2026(the idea here is some kinda mashup of horticular, block'hood, and terra nil. some kinda 'gardening' sim with more of an emphasis on the sim vs. precisely arranging specific items) 000 0
xax @xax.mastodon.social.ap.brid.gy · 23/01/2026i've been wanting to work a little more in the realm of Game Design vs. graphics & ui programming so the current thing i'm working on is a very rough mechanics demo for a theoretical game. everything is just a square b/c that's very easy to render. it's […] [Original post on mastodon.social] 130 3
xax @xax.mastodon.social.ap.brid.gy · 30/11/2025decided i wasn't gonna try for clouds so i guess it's done! xax.itch.io/procgen-landscape #procjamxax.itch.ioparallax landscape by xaxa small landscape generator 052 5
xax @xax.mastodon.social.ap.brid.gy · 30/11/2025current #procjam progress: i got mountain shadows 000 0
xax @xax.mastodon.social.ap.brid.gy · 29/11/2025still working on my #procjam project, tho i haven't been doing as much as i hoped 1143 14
xax @xax.mastodon.social.ap.brid.gy · 17/11/2025kind of inspired by twitter.com/DLGNCE/status/130186684… . at least in that it's fake plants on a grid 000 0
xax @xax.mastodon.social.ap.brid.gy · 07/11/2025actually i think it looks better with a really subtle rotation 010 1
xax @xax.mastodon.social.ap.brid.gy · 07/11/2025it's not a real videogame until you have radial light overlays 272 7
xax @xax.mastodon.social.ap.brid.gy · 03/11/2025not sure if this polar transform will be in any way useful but it's pretty wacky to look at 000 0
xax @xax.mastodon.social.ap.brid.gy · 28/10/2025yknow theoretically gifs are a good format for my game b/c 32 colors, but in practice gif is still a very bad format. and also all the social media sites convert gifs to video these days anyway 000 0
xax @xax.mastodon.social.ap.brid.gy · 28/10/2025i finally fixed the upwarp when you jump into a ceiling! it used to teleport you up to the floor above due to bad wall/ceiling collision discrimination. now you just bonk on the ceiling, as is proper 100 1
xax @xax.mastodon.social.ap.brid.gy · 21/09/2025i do think the fediverse as a concept has been kinda hamstrung by positioning it as 'twitter but worse'. where's the rss-style client 000 0
xax @xax.mastodon.social.ap.brid.gy · 21/09/2025i'd feel better about bsky banning everything if the onboarding for anybody trying to use the fediverse wasn't "okay here's how to be a sysadmin" OR "just pick w/e small instance you like; it'll be gone in a few years anyway when the admin gives up" OR "use mastodon.social but be aware a bunch […]mastodon.socialOriginal post on mastodon.social 100 1
xax @xax.mastodon.social.ap.brid.gy · 07/09/2025i threw together the start of a 'stop the darkness' clone. (flori9.itch.io/stop-the-darkness) idk if i'll keep working on it b/c i kinda feel like i ought to come up with my own mechanics 010 1
xax @xax.mastodon.social.ap.brid.gy · 24/08/2025tzaphiriron.sidemoon.net/code/wildm… here's the map viewer in the off chance anybody actually has a wildmender map they want to visualizetzaphiriron.sidemoon.netunofficial wildmender map viewer 000 0
xax @xax.mastodon.social.ap.brid.gy · 24/08/2025so over the past few days i decided to try to reverse-engineer the wildmender save data file format. there's still a few values that are mysteries to me, but i managed to extract the heightmaps, water values, biome cells, and all object data. i'm pretty sure […] [Original post on mastodon.social] 110 1
xax @xax.mastodon.social.ap.brid.gy · 25/07/2025as always, reminder that splatterhouse (2010) has a sequence where the main character fists a giant dog monster with full camera exposure, and that game was rated M. because. you fist it as part of an execution kill where you rip out its intestines. but god forbid there's anything _sexual_ in […]mastodon.socialOriginal post on mastodon.social 000 0
xax @xax.mastodon.social.ap.brid.gy · 22/07/2025started outlining what a water shader would look like given my rendering pipeline and it's some 9-step process involving roughly four or five new buffers, two new shaders, and several new kinds of noise synthesis. rendering translucency: not even once 010 1
xax @xax.mastodon.social.ap.brid.gy · 15/07/2025for the record i added an 'alignment' switch + relaid out the tree to be more legible. graph embedding is important 000 0
xax @xax.mastodon.social.ap.brid.gy · 15/07/2025ah yes upgrade trees that's what you want them to look like 120 2
xax @xax.mastodon.social.ap.brid.gy · 13/07/2025anyway i made a tumblr post about some actual mechanical concepts for my game eccentric-nucleus.tumblr.com/post/7… i gotta actually dig into all the code. tho given it's all game state it would almost certainly be much simpler to code compared to all the rendering stuff […]mastodon.socialOriginal post on mastodon.social 000 0
xax @xax.mastodon.social.ap.brid.gy · 29/06/2025rendering glitches are one of the best forms of screenshot imo b/c they destroy the illusion of coherency games work so hard to create. this is almost the same as a normal screenshot just a few critical values were dropped. it's 99% right! 000 0
xax @xax.mastodon.social.ap.brid.gy · 21/05/2025there's still a bunch of weird collision issues but it mostly works! i can now stand on top of a building! (which means i can construct arbitrary buildings with multiple floors and enter and exit them as necessary, including potentially basement/underground […] [Original post on mastodon.social] 011 1
xax @xax.mastodon.social.ap.brid.gy · 30/04/2025@migratory i had not! it is interesting that some convex polyhedra seem to _not_ have that property, b/c it seems like only a sphere wouldn't have it, but, obviously geometry gets very complicated so really who knows 000 0