ero

ero

@erodozer.moe

Sr Software Engineer / Artist ๐Ÿ”ž | Ex-Disney @ Philly ๐ŸŒท ๐Ÿ” https://info.erodozer.moe/

950 followers142 following1K posts

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As some of you have already heard, I've recently lost my job due to industry cultural shifts, namely RTO, and am now left looking for new work For now, I'll be taking time to revisit personal projects and take commissions. If you need anyone with 10+ years exp with large scale backends or games HMU

just realized I have several gigs of photos over the years from walking around and going on trips. I can make textures and models from past adventures instead of always having to plan something and making a day out of reference gathering...

Right now I'm flipping through photos looking for vending machine references. I figured my photos from my japan trip would have at least a few right? I found one photo. Just one. And I can't use it for reference. Why? Because it's a random ass stein's gate wrapped vending machine

Took some photos from my yard today to make more surface textures and vegetation models. Really satisfied with the way it's all coming together. I'm in love with how the hand painted vertex colors I did combine with the per-pixel directional lighting. My visuals feel perfectly 2000s era #godotengine

some behind the scenes shots and photography. I mainly use Krita to edit the photos, scale them down, and do color correction for a consistent feel. No texture in my game is greater than 256px, giving it that perfect crunch

recently I added a sprint button to my game that makes you move faster on the map and adds after images, but because it's a multiplier on analog input it has the accidental effect where you can just dramatically speed walk which is slower than running normally but still leaves a trail ๐Ÿ˜‚

I'm still making as many of my textures out of photos I take in person then edit, but occasionally I have to cave and use CC0 textures from opengameart because the exact thing I'm looking for I've just not encountered IRL yet ๐Ÿ˜”

Learning that trench broom became a dumping ground for AI slop makes me feel much better about wanting to purge it from my workflow. It really brought me no benefit and the entire pipeline felt like a hack versus building scenes directly in godot.

Literally the only reason why I gave brush based level design tools a shot was because of the UV mapping for surfaces being nice. Though I found a years old plugin for blender that adds world UV alignment and controls so my biggest problem is solved. One less tool I have to depend on now

Got it working ๐Ÿฅณ github.com/func-godot/f...

ero@erodozer.moe

messing around trying to understand VMF's displacement feature so I can add it to func_godot. Made some decent progress, kinda stuck with getting the positions right. Probably just using the wrong functions or missing an offset factor somewhere that's used in all the other brush based calculations.

messing around trying to understand VMF's displacement feature so I can add it to func_godot. Made some decent progress, kinda stuck with getting the positions right. Probably just using the wrong functions or missing an offset factor somewhere that's used in all the other brush based calculations.

Been awhile since I last posted a video Spent the past week working on the combat for my game. From the input logic to enemy behavior, extensive work on tweaking for feel, all the animation state machines, UI transitions, and hand animating every model. No stone left unturned #godotengine

making your own material textures for 3D can be so easy. You can just go to Lowes and take photos of all their flooring samples and building supplies, no one is gonna stop you and it's free.

No one fucking held me accountable to this, I haven't posted any rendered art since offkai because I keep getting distracted with my programming projects ๐Ÿ˜ญ

ero@erodozer.moe

Feeling motivated. On top of working on my games, I really want to complete at least 2 full rendered pieces a month. I want to have books, I want to draw more vtubers that I follow/watch, I want to take commissions. 9 months until next offkai means I need to begin my grind asap

God damn it I just looked back over my post history and realized a lot of my game updates I've just been sharing in discords and not on here aaaaaagggghhhh. No one knows I'm doing more than rotting

question to AI "artists": When you go to mcd and put your order in at the kiosk or service counter, do you also call yourself a "chef" for doing so?

bouncing back and forth between my game and openvt has been doing a lot for me in terms of understanding more of godot. I've been using it for a long time already, but there's whole areas I never really explored before, particularly with 3D, that have been fun to learn

there's also just a lot of thought being placed into handling projects that grow rapidly. While my game has a clearer cut scope, OpenVT is more open-ended and I need to keep evolving it with that accounted for. Designs I've learned to use in one often times ends up in the other soon after

Been making steady improvements to OpenVT, so let's go over most of the user facing recent changes from the past couple weeks! Plenty of additions to blueprints, as well as general usability tweaks ๐Ÿงต

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7. A profile system has been added for portable configs. Useful for streamers who may have different preferred hardware configurations per model, or who are sharing a setup where each person has their own preferences. Profiles are simple json files, save and load them from anywhere on disk.

Been making steady improvements to OpenVT, so let's go over most of the user facing recent changes from the past couple weeks! Plenty of additions to blueprints, as well as general usability tweaks ๐Ÿงต

View full thread

3. The new Tween node allows for smoothly fading between values over a period of time. Recommended to be paired with toggles, as it doesn't work for frequently changing tracker values. You can use it for simple animations between states

4. Eval nodes enable you to perform complex calculations with less nodes. 5. An in-memory data store introduces the ability to create variables that can be passed between Blueprints 6. ARKit Blendshapes from VTS can now be received. VBridger-like configurations can be created entirely in OpenVT

Been making steady improvements to OpenVT, so let's go over most of the user facing recent changes from the past couple weeks! Plenty of additions to blueprints, as well as general usability tweaks ๐Ÿงต

1. Value nodes allow you to have constants that can be wired into inputs. With a trigger, you can force values to be reread on demand. 2. Toggle Groups expand upon toggle state, so you can have mutually exclusive toggles. Paired with Values, you can do outfit switching without expressions

A lot of work on my game this past week. I rebuilt the hub using trenchbroom, with props, lighting, and logic laid out in Godot. I also just split up character models over the past day so I can have a doll system, simplifying humanoids and allowing for character customization

Having a lot of fun expanding customization further to support multiple versions of each part, as well as adding separate face swapping and accessories

to anyone who ever decompiles my game, extracts the 3D models, then looks at the UV maps: I'm sorry. I am out here just not giving a fuck, moving UVs for each face individually, and reusing sections that look about right instead unwrapping things as they're shaped. I am not a trained 3d artist

damn Kate is surprisingly really functional. Full LSP and DAP support, and runs super slim. KDE apps have always hit or miss for me, but slowly they've been winning me over. I'd love to cut out VSC entirely, as it's one of the last vestiges of M$ in my life, save for my xbox. Here's hoping it sticks

I tried going back to Geany as that's what I preferred prior to 2015, but it was pretty rough. Kate is a bit more stable with what I need. Ever since I started working on more complex projects for jobs I grew to depend on certain features, and vscode for better or worse fit the bill for a long time

trying my hardest to make a game with well defined character designs purely because I've never really had OCs before and it'll feel like I've finally made it as an artist if people make fan art of them ๐Ÿฅบ

Ya know, for awhile I worried that I was stagnating in my career, that I was never going to go beyond senior level. But now I think about it, I really couldn't care less about putting myself through more hell and responsibility for a job that's wouldn't bother to do the same for me.

I have my own projects and passions that I want to put my energy towards. They had me on the path to be promoted to lead engineer at my last job, and while it would have been a nice badge on my resume, the exchange of having an even worse work life balance ain't it

I'm 98% done with a piece of art and instead of finish it I spent all week working on my game ๐Ÿฅด

ero reposted

what's great about the zelda direct today is that you can all get your reactions and opinions out today so for tomorrow's general direct we can focus on tokimeki memorial finally getting localized #TRUST

in the past I worked for a company made apps for google glass and hololens, which I knew were over hyped shit doomed to fail. So it especially makes me upset that now I look back longingly because at least it was a more fun and hopeful promise for the future than the pervert AI glasses we have today

only reason why I'm even reminded of this is because my friend brought up that he's been listening to the OSTs of a lot of VNs lately. It made him wish his vision had a permanent VN hud so he could enjoy his days more, which I thought would have been a perfect application for AR headsets

not enough new games that try to tap into "retro" have ps1/ps2 sounding OSTs. We're so lost only locking onto NES and Genesis era chiptunes without proceeding beyond that. I need more games with funky tunes that stand tall alongside Ridge Racer or that have the charm of ToHeart2

there's been an uptick in games doing PS1/N64 style 3D, but something about their OSTs just don't feel right. Maybe I'm just grumpy and feel like there's too many people who grew up on nintendo and want to make nintendo music instead of exploring the full spread of genres featured in 90s games

this is a callout post, if you're a musician who can pop off and make stuff that sounds like Breathe of Fire IV or Legend of Dragoon, hit me up please, I need you badly