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Solo developer building games and software. I share development problems, useful tools, and practical AI experiments.

Joined October 2026
Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)Photo by gyuforge (@gyuforge)
Throw some marbles and blow off some steam! RUMBLORB: Marble Mayhem is available on Google Play.
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Here's a teaser for Lumenfold. I've been working on story cinematics and boss battle videos, and I'm continuing to refine the gameplay. Thanks for checking it out.
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The model is done. Now it needs to move—and you still need a demo that shows it clearly. Three free tools for animating models, generating motion, and polishing demo recordings: • Mesh2Motion • NVIDIA Kimodo • OpenScreen A look at each:
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2. NVIDIA Kimodo Generate human motion from text, with paths and pose constraints to guide it. SOMA models can export BVH. Runs locally. Up to 10 seconds per prompt; retargeting and cleanup are still part of the job.
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3. OpenScreen Turn a screen recording into a clearer demo with click-based zooms and silence removal. In recordings with separate cursor data, you can adjust the cursor afterward. Free and open source on Windows, macOS and Linux.
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You remember the error, but not where you saved it. Kensaku lets you: • Find error messages inside screenshots • Search text in PDFs and logs • Find documents without the filename • Let AI agents search local files via MCP Free, local, open source. github.com/yjid/kensaku
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Long conversations in ChatGPT dots have become so sluggish that even typing is difficult. Separately, in Codex, I’ve kept running into “unexpected status 413 Payload Too Large: Request too large” errors lately and having to start fresh conversations. It feels like that eats into the benefit of cache hits.
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I shipped on Google Play a while ago, but getting onto the App Store still feels like a much higher hurdle.
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Still working hard on the game. After changing the bosses’ appearance, I ran into rigging issues. I’m fixing those and reapplying the animations. A look at the current boss motion tests.
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I'm building a batch image editor for combining source images with templates and exporting the results together. The mug in the screenshot is a preview of its product-cutout feature. Recently I've been working on recovering masks and undoing edits, along with before/after comparison and restart stability. Some photos still need manual review and touch-ups. The goal is to make this reliable enough for commercial image work.
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I'm building a tool for site photo reports: organize job-site photos with descriptions and work stages, then export them as PDF or Excel reports. These screens use sample photos from before and after a repair. A tricky part has been preserving report settings while editing photos and cover pages. I've been refining autosave and conflict recovery, and making the corporate cover layout consistent between PDF and Excel exports. Development is nearly finished, and I think I'll be able to launch it soon.
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The type to never admit they’re wrong and disappear when they’re losing the argument.
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Reworking the boss models for my game. The earlier versions took a lot of time, but I wasn’t happy with the results. These are the new designs I’m working with. Still working on baking and cleanup in Blender.
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Been struggling to focus lately. Could it be adult-onset HTML?
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Today's devlog: the boss fights are nearly finished. The effects, attacks, and narration are ready, with a different feel for each boss.
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What have you been working on in your game this week? I’d love to see a clip or screenshot if you feel like sharing.
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Testing multiple game instances in Godot? Debug → Customize Run Instances lets you choose how many to launch with Run Project. Each instance can have its own Launch Arguments, useful for passing different settings to a server and its clients. Your game still needs code to read those arguments and start the right role. Source: Godot docs, © Juan Linietsky, Ariel Manzur and the Godot community · docs.godotengine.org/en/stab… · creativecommons.org/licenses…
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Lumenfold boss clear, gameplay at 2× speed. The boss voice acting, attack patterns, mechanics and effects are coming together. I'm still deciding whether to spend more time polishing the boss visuals and terrain, or release sooner and improve them gradually. I'm also considering PvP using saved player data rather than real-time matches. That part is still just an idea.
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