BunkWire²ˣ⁸ (@BunkWire2X8) header
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Game dev/video editor/tools programmer/subject profession Looking for work https://xitter.gq/t.co/TFp0chRyaR Formerly known as 'Goy288'.

Joined February 2019
Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)Photo by BunkWire²ˣ⁸ (@BunkWire2X8)
PaperSkeleton 2.0, the "Grand Overhaul" update, is finally out. Update log is added below.
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NGL, the OoT remake looks as bad as I was kinda expecting it to be.
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Fun Fact: By default, Godot actually imports lossless textures using the WebP format, meaning that there's probably a lot of game devs out there using WebP without even knowing it.
I've been using exclusively webp for img assets in my games for many years and they work great and pack amazingly. Zero issues with the format reported by players ever. The trick is to not tell them so you don't trigger the phobia
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Oh yeah uhhhh... I released it. I just forgot to post it here. Check out my cool Godot addon.
Been, experimenting with this, and I think this would be worth making into its own expandable Godot addon that can support other kinds of shapes. Some examples:
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Been, experimenting with this, and I think this would be worth making into its own expandable Godot addon that can support other kinds of shapes. Some examples:
Happy Halloween! Anyway, for a more exciting update, I've made a minor breakthrough. FNAF uses a screen shader to add the illusion of depth, but due to only being visual, objects placed in the Godot scene don't line up w/ mouse inputs, requiring hacky workarounds. Not anymore!
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Happy Halloween! Anyway, for a more exciting update, I've made a minor breakthrough. FNAF uses a screen shader to add the illusion of depth, but due to only being visual, objects placed in the Godot scene don't line up w/ mouse inputs, requiring hacky workarounds. Not anymore!
Made more icons + redid some others. Yeah, lots of "CharCondition" icons. The implementation of this new Godot resource type should ideally be a great way to separate the visual side of a character from its movement code.
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Basically, I learnt from my Perspective Quads addon that there's nothing really stopping me from making my own imitation SubViewportContainer that warps inputs to however I'd like. So, like, I just do that again here. lol xitter.gq/BunkWire2X8/status/210…
A good benefit to calculating the perspective math on the CPU is that it allows one to execute some neat tricks. Like with this PerspectiveViewportContainer2D I made, which allows a user's input to propagate into a SubViewport. This mimics #Godot's regular SubViewportContainer.
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Also, here's some food I made!
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If you're professional & renowned enough in the artistic space to charge $4,500 per full illustration and $800 per portrait, then like, yeah, catch that bag. Twitter folk acting like this is the only avenue to have someone draw for them, as if they can't just commission others.
Slots are open 4500 usd full illustration (1 slot) 800 usd portrait (3 slots) [email protected] if interested. Not ai, 100 percent human drawn art. Post shares and engagement are appreciated
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Made more icons + redid some others. Yeah, lots of "CharCondition" icons. The implementation of this new Godot resource type should ideally be a great way to separate the visual side of a character from its movement code.
Probably a bit too early to design an icon for the framework itself, but also I think I really cooked with this lol
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Sorry, but this is an incredibly melodramatic & bizarre criticism. Not only is it weird & pushy to suggest that Glitch should manage their fanbase's behaviour, it wouldn't work anyway…? Like, one of the few things creators lack power in regarding their work is their fanbases.
I don't dislike Glitch. I love their work. This is sad for me to make. I believe they lay at a cross roads. One many media companies will see in their lives. Taking the right action now could make all the difference. Please make a good choice, Glitch. @OponokMWL
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It wouldn't be deserved, but if I made a video presented like this, I'd be surprised if a Glitch fan didn't tell me to KMS. You could say I'm proving AzFk's point, but I also think I'd get Space King fandom harassment if flipped. Like, that fandom has a lot of obnoxious chuds.
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It's very weird to apply this standard specifically to Glitch when anything popular falls under this umbrella. I also think it's a really toxic standard that, if commonly upheld, would lead to many creators being dragged into petty fandom drama (even more than they already are).
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People on here really will disingenuously conflate the intent of "retellings" with "localizations", and argue that wanting *your* work with *your* name officially attached to it to represent the intent that *you* wanted to convey is an unreasonable & hypocritical desire I guess.
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Probably a bit too early to design an icon for the framework itself, but also I think I really cooked with this lol
Since only one person on Bsky guessed it, felt like clarifying to everyone else that this is a FNAF-style sit-&-survive framework for Godot. Certainly not finished, and I'm still making major redesigns, but one of my big design goals is to make it as least hardcoded as possible.
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Firstly, it's not a criticism, it is a narrative exploration. Secondly, yeah, of course you're not supposed to apply it to a realistic scenario. One of the most major factors of UNDERTALE's narrative is that it very much isn't real. But UNDERTALE itself doesn't know that.
Undertale’s morality only works because it’s meta criticism of rpgs. It completely falls apart if you apply it to any realistic scenario. Most monsters in the game start every fight and can also kill you. Attacks being a form of expression is dumb because they can still kill you
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The game doesn't argue that killing in self-defense is bad. Of course it's not. But the player is in a unique position. They're not in the game fighting for their life. The only reason why they wouldn't choose the best path is due to either preference, curiosity, or frustration.
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Like, Flowey has this whole monologue for a reason, suggesting the player may simply "kill out of frustration", because he handled the reigns of the game's world in a way that mirrors the player's (though for different reasons).
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bugs when you lift up a rock:
Here’s Starfire but if they kept her concept design :)
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