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@var_cat_bones

Game Dev, Musician, Programmer, Linux Kid @ catprisbrey most everywhere else Developing the stealth action game 'DEEP SIX'

เข้าร่วม Mayıs 2024
80 กำลังติดตาม319 ผู้ติดตาม
ทวีตที่ปักหมุด
Cat
Cat@var_cat_bones·
Alice, Lugar P08 and Maxim Silencer #GodotEngine #GameDev #DeepSix
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くつわ
くつわ@ktwfc·
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Cat@var_cat_bones·
@oopsallsolace And it should randomly misfire if anybody sits it on the ground too hard :)
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Velein
Velein@Veleinen·
More cool Stout
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Cat@var_cat_bones·
@cucayo_lover @KowloonsCurse Rigodotify will extend Rigify to make standard game dev rigs/skeletons from it. Ones that are compatible to retarget animations from Mixamo, Quaternius, etc
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David Rueda
David Rueda@cucayo_lover·
@KowloonsCurse I don't know which software you use but if you use Blender, Rigify is pretty easy to set up and offers a really nice rig with tons of option.
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Rem // Kowloon's Curse
Rem // Kowloon's Curse@KowloonsCurse·
i've been using mixamo to rig my characters for like 10 years now and i've never really looked into alternatives, is there anything better at this point that's just as quick?
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Cat@var_cat_bones·
@KowloonsCurse Free Rigodotify plug-in for Blender, crossed with Free Quaternius animation packs
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Cat
Cat@var_cat_bones·
Cleaning up some old photos and forgot about this drunk painting night, where I added Big Boss and Rex to a lush garden painting. Good times #MetalGear
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Cat@var_cat_bones·
@MrModez They'd don't, it's important to double check bottlenecks to make sure your optimizing the right thing for your needs. I tested thoroughly to make sure using multi mesh made the most sense and for my needs, it's great.
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Cat@var_cat_bones·
Added baked lighting for DeepSix and learned #GodotEngine doesn't bake for MultiMesh instances. That's a problem because i MultiMesh most crates and other objects, but they're ignored during baking. Luckily a PR is nearly ready for it: github.com/godotengine/go… #GameDev problems
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Cat@var_cat_bones·
@RoughEdgeBarb I'm my collaborative workflow, it's wonderful. With my custom use of them, it's no slower or more tedious than any other placing method. It's the same drag and drop as you'd do with Mesh instances or packed scenes, mine just batches and replaces with Multi-meshes.
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Cat@var_cat_bones·
@machine_devl I expect some collab/commissions between us at some point as well 👍
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MEV
MEV@machine_devl·
I've been thinking about this for a while. Aside from personal projects, I've always wanted to make art for games especially for smaller indie studios and dev teams. Whether that would be concept art or cover art. Can't promise anything yet, but it's food for thought.
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Cat@var_cat_bones·
@vanerorg Looking amazing as usual!
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Cat@var_cat_bones·
New feature just added. If you blow up a boom barrel, you can find a the lid to use as a shield. :)
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Cat@var_cat_bones·
@machine_devl I have to be careful of scope creep, or this project will never get done. There will be plenty of weapons. But I can't guarantee unique death animations for all of them
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MEV
MEV@machine_devl·
@var_cat_bones Awesome stuff! I wanna see her do some brutal kills with a hatchet when in the thick of combat, maybe a throwing knife for more quite kills
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Cat@var_cat_bones·
New favorite loadout combination: Ball peen Hammer and a flat head screwdriver #DeepSix #GodotEngine #GameDev
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aki
aki@kannoaki·
METALGEARSOLID LIQUID SNAKE
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ℤ ❖
ℤ ❖@musyasugyo·
This started making the rounds again. It's really been three years, huh? Thanks for all of your support.
ℤ ❖@musyasugyo

The Joy (circ. 1941)

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Cat@var_cat_bones·
@Seth_SIN_CEO Yeah, map making is fun, watching it go from nothing to set-dressed. Totally transforms a space. But you know you've got a good map with it's already fun in just the blockout phase
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Cat
Cat@var_cat_bones·
The blockout process is fun, finding multiple ways to traverse a map, making sure there are lots of ways to avoid or interact with the guards. #GodotEngine #GameDev
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