Chris Hanna
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brewedink.bsky.social
Chris Hanna
@brewedink.bsky.social
Hobby programmer working on games and game tech.
https://brewed.ink
I added a stencil pass to block out the snake character from receiving shadows, so it doesn't cast self shadows. It think it helps make the shadow effect less distracting. #gamedev #monogame #shaders
September 17, 2025 at 12:57 PM
first half of the video is a vanilla stencil shadow approach; second half is using a box-blur + dithering shadow fall off. I think the new one looks way cooler. #gamedev #monogame #shaders
September 17, 2025 at 3:34 AM
these shadow hulls are generating with vanilla #monogame spritebatch plus a custom vertex shader. Its an abusiv-- I mean, creative, approach! #indiedev #shaders #2d
July 21, 2025 at 2:20 AM
I finally finally did the thing graphics folk are supposed to do and hooked up #renderdoc to a #monogame project so I can see all the things! Very cool stuff!
July 2, 2025 at 1:08 AM
An old level transition effect I did for Louie.
June 11, 2025 at 8:05 PM
got some faux perspective going on in #fadebasic and #monogame for my random fish game. Thanks to the #godot shader article, godotshaders.com/shader/2d-pe... #indiedev #gamedev
June 10, 2025 at 12:30 AM
I added some wave jiggle as a shader... Is it too much? #indiedev #fadebasic #monogame #gamedev
June 2, 2025 at 2:24 AM
hooked up an auto reload system for #monogame shaders. This works by having a separate process file-watch the .fx files and invoke the monogame content builder. It works pretty well! Or, well enough for now!
June 1, 2025 at 3:33 AM
hooked up some code-reloading action for #fadebasic and #monogame. When I see the red border in monogame, it means new fade code has been compiled, and is ready to rock! #indiedev #gamedev
May 30, 2025 at 12:36 AM
added some more spiff to my #fadebasic and #monogame fish matcher. Explosions and bounce easing functions, hoozah! #indiedev #gamedev
May 26, 2025 at 11:07 AM
coding like its 2007 and I don't know how with #fadebasic ! This is using #monogame as the framework, and fade basic as the scripting language. The grid is a fixed length array and all the combo/animation is happening inline. #indiedev #gamedev #nostalgiaprogramming
May 26, 2025 at 9:57 AM
working on something with #fadebasic and #monogame . idk what I'm doing, but its fun anyway. #indiedev #gamedev #confused
May 22, 2025 at 1:55 AM
my #fadebasic tooling in #monogame has support for shaders, custom render targets, sprites, transforms (which make assembling these cards waaaay easier), and yaaay its starting to feel like a real thing. #indiedev #gamedev
April 10, 2025 at 2:11 AM
more animation testing; this started as a flip book in real life; then I transferred it onto a single page with a light-table; then ran it through a code-process; then booted it up in #monogame scripted with #fadebasic. Its not the best, but I'm practicing! #indiedev #gamedev #2danimation #handdrawn
March 27, 2025 at 11:49 PM
behold draft 2 of my my heart soldier guy. this is running in #fadebasic within #monogame, and I'm doing hand drawn animation by scanning paper in the real world. Spooky. #indiedev #gamedev
(the last version wasn't a gif, oops)
March 12, 2025 at 1:37 AM
trying a new 2d animation style... This is hand drawn in the real world, and scanned onto my machine. I'm using #naps2 to scan, because fuck HP. #paint.net for the cleanup, and currently just patching it together in #unity... I need to keep practicing :) #gamedev #indiedev
March 8, 2025 at 4:52 AM
I'm finally working on a #monogame back-end for #fadebasic. This is the start of Phase 2! The first phase was building the language (fadebasic.com). The second phase is building a binding to monogame. The third phase is a mystery. #indiedev #gamedev #programming
February 25, 2025 at 1:29 AM
added debugger attachment to #fadebasic so you can attach a debugger to script that you started from the C# SDK. Pretty snazzy for a scripting language! #gamedev #indiedev
February 23, 2025 at 3:27 AM