Keleksos
She/They
Secondary account of @keleksos.bsky.social
Youtube, Game development, etc. stuff will be posted here
- streaming stuff is very difficult when you have like, one viewer because you just don't have the feedback loop of interacting with chat to make your stream more engaging/less boring
- gamedev in general is on hold for a moment while I get IRL stuff sorted (will return to it on wednesday or thursday)
- unless I happen to feel like working on it on a whim, not super likely atm
- I will be streaming Terraria the day 1.4.5 releases (January 27th) at www.twitch.tv/keleksos, not certain what time
- got the plane's path visualization (mostly) working
- tried to make one thing work today and just could not get it to behave
- it is VERY hard to stop working on it while it's so broken but I WILL burst into flames with frustration trying to fix it if I don't
- ok I just have to come back to it later with an actual approach instead of just trying shit
- well, I got it working, I was infuriatingly close to getting it but it is now functioning on a basic level (good enough for now) it does need some pretty serious tweaks in the future though
- I was really frustrated with Kdenlive at first, but I think I'm going to let the limitations of it steer my editing style for a little bit. I have been meaning to simplify my editing for a while and this is a good opportunity to do it. Getting better software running on linux may be difficult anyway
- OBS will be the focus of my linux software hell efforts next (whenever that is), since separating audio per-program is only built-in on Windows and I could really use it
- well that was easy to get working
- find tutorial drop in one plugin run one command to install a thing (that my distro apparently comes with pre-installed)
- Reposted by Keleksosmade a debug tool for future me today, to visualize paths by just rendering a bunch of points
- I haven't been doing anything super interesting lately, so here's what you can do if you've rotated a part in the same direction several billion times, thanks to floating point error #screenshotsaturday #gamedev #godot
- I think experimenting with pathfinding in 3D space for ace-combat-like/jet movement will be fun
- Reposted by Keleksoslow-key stupid thing I made in blender for a placeholder/prototype asset
- behold, the wonkiest looking test scene ever, used to get center of mass changes to apply as intended
- fun fact: making the pivot point move without the parts moving took like 4 lines of code in total
- when I'm too tired to actually work on my projects I just mess around with the things I want to figure out how to use
- ok so the game the recent posts have been for might actually turn into something it will live in my game ideas folder until I've made my other game though, as it is a bit less feasible for me to do alone with my (mostly nonexistent) level of experience
- behold, the peak of prototype enemies #godotengine
- Reposted by Keleksosif you're curious what that was going into:
- Reposted by Keleksosfinal thoughts: AC7 was overall fun, but the difficulty (both in general and differences between normal/hard/ace difficulty) was really weird I still don't feel like I "get" dogfighting, and that's kind of dissatisfying And the game just seems to be built around a feeling I don't really care for
- I think for 2026 a thing I'm gonna do is set aside about 4 hours every week to just research stuff I need to find info on I'm not great at searching the internet (not helped by the sheer amount of slop on the internet now) so it'll be slow and take a lot of energy, but also is kind of necessary
- and also, instead of making myself work on my game for 4 hours at a time, I'll only force myself to do 2 hours. 4 seemed to burn me out real fast making it hard to turn it into a sustainable habit, where I'd work on it for a week or two, then be unable to touch it for a week or two, repeat
- I will be VERY impressed if I have a vertical slice of the game for proper playtesting by the end of the year
- poked at lighting a bit and like. for literally everything here being a placeholder/prototype asset this looks kinda good
- just realized I could totally make a steam store page mock-up in Godot
- it'd be for 2 things, practice making UI stuff in Godot, and to have a way to experiment with store page assets locally something like this probably already exists though, I just don't know how to find it
- it doesn't matter how bad your code sucks if you understand it and it works
- Reposted by Keleksosnoise textures are too fun to play with
- pretty soon I'm also gonna make a quick prototype of a different idea I have for practice (that'll let me learn how to make the last of the core systems I'll need for the current one, plus let me find out if my 2nd idea is any good)
- by combining the powers of both of my spaghetti code prototypes and that sky shader, I got this: #screenshotsaturday #godot
- using extremely janky methods I have created a sky shader that looks pretty decent for now
- this shader is animated btw #screenshotsaturday
- got save/load working, and you can see the test damage function in action
- added a UI for it so it's like, actually useable now
- now that I've added the rest of the parts this is starting to look like something a little bit
- finally got the prototype inventory done, next I need to add more parts for the upcoming systems to build off of
- added another part today because I do not have the energy for anything more
- today I made this warning zone shader I probably won't use, and set up collisions other parts can't go in but the player can (super important for turreted weapons)
- if I stop pretending there's a build grid this is possible
- Rudimentary attachment point snapping, with code that doesn't depend on any particular grid (which will be very useful later)
- Fixed an annoying bug and also learned how to query physics (currently, to make the touching blocks turn red, but in the future will be used to properly enforce part hitboxes)
- at what point do I stop using noise and gradients and start actually trying to have textures
- behold my mid as fuck video #atlyss youtu.be/rAOpVQzzAgQ
- using version control was going smoothly until one typo has sent me down a 2-hour account-login-nightmare rabbit hole because I have no fucking idea where it's hiding the typo'd username I put in
- problem solved back to the regularly scheduled not knowing what I'm doing
- linux migration successful, now to continue doing things as if nothing happened
- Reposted by KeleksosWhat if you wanted to bake a lightmap but Godot said