@embyr.bsky.social

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@embyr.bsky.social

@embyr.bsky.social

@EMBYRdev

👩‍💻 Creator of @SPRAWLfps & func_godot. ⌚ Prev. Warframe, Sea of Thieves & Horizon: COTM.

Liverpool Katılım Mayıs 2020
547 Takip Edilen1.6K Takipçiler
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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
So excited to finally announce SPRAWL zero! We've been working on this in secret for the past couple of years! We're taking a leap forward to the 2000s, inspired by the era of classics like Halo! // Y2K is back //
SPRAWL zero@SPRAWLfps

IT'S TIME! Today we are proud to announce the next chapter in our universe: SPRAWL zero. Inspired by classics like Bungie's Halo and Marathon, as well as Half Life 2 and anime from the era, this is our love letter to the golden years of FPS. Y2K is back.

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Vera Lux
Vera Lux@LUXSYS·
>>/ working on a clunky game with @AbysmalDweller (he has created amazing LIDAR technology)
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SPRAWL zero
SPRAWL zero@SPRAWLfps·
Like tears in rain.
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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
@Foo1189 @SPRAWLfps Unreal engine 5 now has chaos destruction but we only use it very rarely and usually stick to model chunking to keep the game feeling era appropriate.
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ISO@Foo1189·
@SPRAWLfps Is there anyway to implement physX or how other engines handle destructible props
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SPRAWL zero
SPRAWL zero@SPRAWLfps·
If they try to hide behind cover... Destroy it!
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Brandon
Brandon@LibOrNormal·
How Liberal Men pump up their vehicle tires....
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Solstice Initiative | &, iI
Solstice Initiative | &, iI@Solstice_One_·
@SPRAWLfps okay, but what if they were a running tank? what if they could sprint and barge through their enemies, or kick their enemies into (through 🤤) walls?
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SPRAWL zero
SPRAWL zero@SPRAWLfps·
Unlike agile parkour protagonists, FIVE is designed to feel heavy and grounded like a powerful "walking tank."
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jitspoe
jitspoe@jitspoe·
@Cdennyblog I also made them align with the texels for an extra retro look.
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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
I've created a new Godot PR! This change adds a Fixed Resolution mode to SubViewportContainer to make it much easier to create low resolution games that handle input passthrough correctly. github.com/godotengine/go…
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PC Gamer
PC Gamer@pcgamer·
Citing Halo, FEAR, and Half-Life 2 as inspirations, Sprawl: Zero waves goodbye to boomer shooters and heralds the arrival of the Millennial FPS pcgamer.com/games/fps/citi…
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BrutalZlim
BrutalZlim@BrutalZlim·
My heart just jumped out of joy!! SPRAWL Zero just got announced and it looks SO GOOD!!! Combat in Sprawl Zero is fast-paced but grounded. Enemy squads will communicate and coordinate to wrestle the advantage. Flanks, covering fire, and grenades will flush you out, creating dynamic firefights inspired by classics like F.E.A.R. and Halo.
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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
@Janelovesbees Nah it's cool. Someone not understanding art doesn't make it more art. Arguably some people not getting it and other people getting it makes it better art.
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Griefcliff
Griefcliff@griefcliff·
@redaction An engine rewrite was done in C#, and I'm glad the devs took the opportunity to make the game look the exact same
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Kevs
Kevs@Kevs715·
@EMBYRdev Dudette, is there still hope for some new content for SPAWL?
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Mirza Beig
Mirza Beig@TheMirzaBeig·
Went off on a little tangent, "Wouldn't this make a cool live wallpaper for my desktop?" Turns out it's not so difficult (to start). Wallpaper Engine, Lively, etc... all seem to use the same method: 🔗 codeproject.com/Articles/85602… On Windows, desktop windows have a hierarchy. It's possible to parent windows to the wallpaper (worker window?), causing them to appear behind icons. This works with Unity applications, where you can self-live-wallpaper-ize your game with C# (using platform invoke). #unitytips #gamedev
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Mirza Beig@TheMirzaBeig

Update for the artificial life (boids) repo. 🪼 Agents steer in a sea of reactive 'bioluminescent' particles. Groups of boids form sub-flocks, which generate force fields proportional to their mass. Bigger swarms -> larger force field radius and push. (still working on source before commit + push) #unity3d #gamedev #indiedev

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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
@JanOrszulik I think I understand what you're doing with the nonlinear projection but how are you grouping parts of the landscape together to be stabilized here?
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Jan Orszulik
Jan Orszulik@JanOrszulik·
Stabilization for lateral movement (const distance). This is sorta tangent as I don't believe global downsampling is part of target stylization, just sorta "since I am here". #gamedev #vfx #rendering
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Jan Orszulik
Jan Orszulik@JanOrszulik·
Nonlinear perspective distortion, rest of this topic will become thread under this post over next few days (unless I decide there is no point to it) #gamedev #rendering #vfx
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Markus Schütz
Markus Schütz@m_schuetz·
Just tried OpenGL bindless and it's beautiful 🥹 - Easily drawing all scene nodes with geometry in separate storage buffers in a single draw call. - Vertex shader gets a list of nodes, each node contains pointer to the node's geometry. No vertex buffers, no bindings. 🥹
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@embyr.bsky.social
@embyr.bsky.social@EMBYRdev·
BRB, updateing my RTX 4090 drivers for Deus Ex's leading-edge technology!
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RA
RA@ralabs_·
How inter looks at me after 6 hours of picking a font
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