Tom Langwaldt
mrminimalcodes.bsky.social
Tom Langwaldt
@mrminimalcodes.bsky.social
Godot obsessed, open-source Gamedev
https://x.com/tom_codes
The Deadstick developer sold the IP and now a different team is working on it. I think there is a market for it but I'm still waiting for them to pull it off properly.
January 11, 2026 at 2:02 PM
Reposted by Tom Langwaldt
you can make and bake procedural decal trims with ucupaint
December 26, 2025 at 3:38 PM
I found it to be very inspiring as a gamedev. Love the low stakes missions which you basically cannot fail but give you a reward nontheless. Cozy!
December 28, 2025 at 12:01 PM
Reposted by Tom Langwaldt
Thank you very much everyone, 'overwhelmingly positive' is absolutely unreal to me. I started making game assets when my games were failing, I thought I'd never get back to actual game development but here we are. Thank you for every kind comment, review and all the feedback ✨
December 21, 2025 at 8:17 AM
Place a standardized asset, similar to Blenders Suzanne to prevent import errors.

Requirements:
* make it obvious which axis is forward
* give a sense of scale
* allow for color/shading comparisons to other applications (a color picker/calibrator like Unreal has in their default content is best)
December 28, 2025 at 12:44 AM
I would love a flight sim that has some logistics/building mechanic to it. Merge Derail Valley and whatever excuse of a system DCS calls logistics.
December 28, 2025 at 12:33 AM
Reposted by Tom Langwaldt
btw if you need a proper introduction to PBR texturing with ucupaint I wrote a very detailed guide a few month ago in case you missed it:
Texturing in blender with ucupaint
What is ucupaint? Ucupaint is a free and open-source layering and baking addon for blender. It abstracts away the shader graph into a layer stack to allow texturing with layers rather than nodes: The ...
passivestar.xyz
November 10, 2025 at 12:56 PM
Reposted by Tom Langwaldt
Since release, Tiny Combat Arena has been designed to be able to be played 100% offline. This means with no connection to Steam whatsoever. If Steam isn't detected, the game will save all its settings locally, and Steam APIs and features are bypassed/forwarded to local versions.
#StopKillingGames
July 2, 2025 at 2:25 PM
I am the same. The A2A Comanche's engine startup physics are just mesmerizing for a gamedev
October 27, 2025 at 5:59 PM
Reposted by Tom Langwaldt
New #gameassets 🎃 Graveyard Kit has been remade, 90+ models has been remade adding more detail and style! The pack includes animated characters and is completely free, for everyone, for any purpose!

Download (no ads, tracking, sign-up, etc.): kenney.nl/assets/grave... #gamedev
October 17, 2025 at 9:11 AM
Reposted by Tom Langwaldt
Obligatory "I redesigned the Godot logo" post
(working on thumbnail for a godot tutorial video)

also

Animations update + Adventurers 2.0 + Halloween Sale on Monday!
#gamedev #gameassets
October 24, 2025 at 2:57 PM
Reposted by Tom Langwaldt
Not the most exciting video, but certainly an exciting feature! Now the DM can create custom NPCs for their own campaigns, then save them in the archive to be reused whenever needed! Here you can see me messing around adding items and skills 😅

#indiegame #indiedev #gamedev #godot
June 25, 2025 at 1:02 PM
Reposted by Tom Langwaldt
Just 15 minutes of basic optimizations brought my very brute force approach to PIXEL PERFECT TRAIL LINES from ~2.20 ms and 7.6 KB of garbage to ~0.30ms and 0 KB of garbage per frame.

God just look at these lines 😩💦
May 27, 2025 at 12:16 AM
That really is clever, nice use of that feature
June 12, 2025 at 12:27 PM
Reposted by Tom Langwaldt
Been going nuts with a sort of Godot inspired asset post import script to automatically configure all the components as soon as the model is imported, to the point where the only thing you have to do is adjust stats for a ship post-import. Adding this turret was trivial.
May 31, 2025 at 9:50 PM
Reposted by Tom Langwaldt
It's pretty subtle but I added screen shake for firing guns, impacts, and ship explosions. Maybe I should crank it up.
June 1, 2025 at 4:02 PM
Reposted by Tom Langwaldt
nput Prompts features more than 18 input methods. All icons in two PNG sizes, spritesheets, vector source file and font files (TTF/OTF) all in a simple style that fits every game.

Best of all? It's free, CC0, public domain.

kenney.nl/assets/input...
June 12, 2025 at 8:55 AM
I enjoyed Godot's blog explaining the issues and how they were solved with gifs. Double precision is so important for flight simulations. The hoops something like FlightGear jumps through in order to avoid it are insane, I'd much rather not have to think about it.
May 19, 2025 at 8:48 AM
Reposted by Tom Langwaldt
Forward+ in Godot looks better than I expected. Granted, my expectations were rock bottom, but still, it's pretty competitive to Unity from like 5 years ago and I mean that in a good way because Unity's gone downhill in a lot of ways since then.
May 13, 2025 at 4:48 AM
Reposted by Tom Langwaldt
Just a reminder for all #gamedev 's that I have a ton of platformer assets available 👀
April 24, 2025 at 12:01 PM
I love promoting my favourite projects/creators on gamejams with plushies. My #godotengine plushie proved a great conversation starter
April 28, 2025 at 11:08 AM
Reposted by Tom Langwaldt
Would you be interested in a Kenney plush for your desk or room? If there's enough interest these can be put into production. You'll also support the creation of free game assets (new ones releasing today!) ✨

I'd love to hear any feedback or ideas too!
April 23, 2025 at 10:21 AM
Reposted by Tom Langwaldt
I hope you all enjoyed this pack, two more (commercial buildings & industrial buildings) are coming soon! #gamedev #gameassets
April 26, 2025 at 1:25 PM
I use the "Debug Draw 3D (4.2.2+)" asset from the asset library. I agree that it should be included per default.
April 28, 2025 at 6:56 AM
Reposted by Tom Langwaldt
First post! I'm a software engineer developing graphics-related #opensource projects on my spare time. Check my profile for the GitHub link!

My retroflightsim project, attempting to recreate the late 80s-early 90s flight sims using #Typescript and #Three.js:
November 17, 2024 at 11:24 PM