Phyoke
@phyoke.bsky.social
150 followers 470 following 100 posts
Indie game dev, occasional Twitch streamer, even occasionaler artist. linktr.ee/phyoke
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phyoke.bsky.social
The extra tilt looks so good!
phyoke.bsky.social
For real though, I plan on redoing the normal (non-ball) model once I've got more Blender experience, but I might keep this one basically as-is, I love him
phyoke.bsky.social
Who wore it better?
The model for a video game pig curled into a ball, with no features showing, just a ball of pig. The Majora's Mask N64 model for Link's goron form curled into a smushed ball.
phyoke.bsky.social
Yep, did that and made a separate new “ball” model for him, now he’s one with the schmoovent

bsky.app/profile/phyo...
phyoke.bsky.social
HE ROLLS. Added a second model instead of just making him curl up. Wasn't sure how the model-swapping would look but with the "scrunch", "aerial unscrunch", and "idle unscrunch" animations, I think it looks pretty good!

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
Thanks so much!!
phyoke.bsky.social
Thank you!! 😊
phyoke.bsky.social
Those are the real animation action names I went with btw
Screenshot from Blender showing the names of the animation actions used for entering and exiting the rolling state.
phyoke.bsky.social
HE ROLLS. Added a second model instead of just making him curl up. Wasn't sure how the model-swapping would look but with the "scrunch", "aerial unscrunch", and "idle unscrunch" animations, I think it looks pretty good!

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
I've gotta add invisible horse lore somewhere in the game so I can leave the animation as-is
phyoke.bsky.social
Something's off about this dive-roll animation but I can't put my finger on it

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
We have all the collectibles now! Talisman, moon token, and...golden coffee bean? What could they all be for? 👀

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
1. Model the thing
2. Render the thing to a PNG
3. Shrink the thing to size (64x64 for this one)
4. Repeat for all needed angles, then set the color depth to 16.

(this is for the HUD display, the actual item is 32x32 and uses half the animation frames)
Screenshot from Blender with a moon token model and a camera set up. Rendered output of the moon token model. Screenshot from Krita with the moon token image having been shrunk down to 64x64. A spritesheet of all the angles of the moon token, with the color depth being set to 16 colors.
phyoke.bsky.social
Been having a lot of fun pretending I'm making Donkey Kong Country (turning 3D models into 2D sprites). I also updated the moon token colors to stand out from the background better.

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
Thanks! Me too 🐖
phyoke.bsky.social
“a collectibles” 😔
phyoke.bsky.social
Still planning on finding or making a more appropriate (whimsical? idk) font, and animating the numbers to be slightly bouncing or something.
phyoke.bsky.social
One value shows when an item is picked up, always in the top-right, and hides after 3 seconds. All values show after being idle for 5 seconds, in a set order. If an item is picked up and then you go idle, it'll show, then slide into its place when all values show.
phyoke.bsky.social
Been cooking all weekend on a collectibles and a HUD! Only moon tokens are modeled so far, the others (and the font) are placeholders. Took a while to polish the single vs group sliding.

#gamedev #indiegamedev #indiegame #godot #blender #n64
phyoke.bsky.social
I’m a Godot boy with forced y up and I still think z is the true up axis
phyoke.bsky.social
Thanks a lot!
phyoke.bsky.social
Me if the joke doesn't land
Patchy the Pirate upset with the walk cycle.