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memoriesin8bit.bsky.social
8Bit
@memoriesin8bit.bsky.social
Game developer / Untitled Marble Game / #DDGravityDive / jammin with Terrible Posture Games / DRM-Freedom fighter / Drinker of lotsa coffee / Onions are my own

https://8bit-memories.com
https://mastodon.gamedev.place/@memoriesin8bit
Hey kids! Want some blur shader for your UI?

#godotengine #gamedev
November 16, 2025 at 11:23 AM
It's almost 2am and I am still tinkering with Shadows. There's even an Ultra setting now and I am questioning my own sanity.

Turns out having really simple shadows but at the same time casting accurately over short distance is kind of a contradiction. So I am bridging this with tons of options.
November 16, 2025 at 12:51 AM
Decided on tossing PSSM shadows completely and relying only on Orthagonal ones. Shadow Quality instead increases the shadow map size from 4k (low) to 12k (high) pixels. The impact on FPS is non-existent - just needs a bit more VRAM.
November 15, 2025 at 9:14 PM
Gotta say, since I can now switch Shadow Quality on the fly, I admit, I like the low quality ones better. Yeah they're blurry, but compared to the High Quality PSSM ones, they got no splits (easy to see with player flying) and due to simpler shapes, there's less visual noise on the ground.
November 15, 2025 at 8:13 PM
My last addition to Marble Game today: Shadow Quality. As the game only uses dynamic lights, shadows are some of the most GPU intense things.

So I also allow turning them off entirely.
November 15, 2025 at 5:42 PM
Since screen-space and multisampling anti-aliasing methods aren't mutually exclusive, I'm offering them both.

This can be helpful since screen-space methods can reduce aliasing caused by shaders (reflections, refraction, etc). That way, both options can augment each other.

#gamedev
November 15, 2025 at 3:52 PM
I've also put controls for Brightness, Contrast and Color Saturation in my Marble Game.
That way you can make your machines look like David Lynch built them!

#godotengine #gamedev #solodev #screenshotsaturday
November 15, 2025 at 10:10 AM
New bunch of player options just dropped:
"Toggle Speed Shift" (no more holding button) and "Auto Fly" (no need for Fly Up/Down buttons).

All based on feedback from wonderful playtesters. :)

#godotengine #gamedev #solodev #screenshotsaturday
November 15, 2025 at 9:52 AM
On my quest to streamline building parts in Saturday Morning Marble Game, I have ignored systems I made long ago. Until now. May I introduce: the new Build Menu!

#godotengine #gamedev
November 14, 2025 at 10:37 AM
New quickbar is in place. For now this'll do. I think I am gonna add some auto-hiding once I get UI animations going.
Still not sure if the player should decide in which slots new parts getting added cause personally I am kinda into the FIFO style. Less inputs, quicker iteration.
November 7, 2025 at 8:40 AM
I see what you did there, Prodigy.
November 6, 2025 at 6:11 PM
Not gonna lie, I'm a little in love with Star Trek: Prodigy.

I was hesitant initially because of the "made for younger audience", but this is just an amazing Trek adventure and I can't wait to see where it goes.
November 6, 2025 at 5:51 PM
That... is so damn pretty!
November 6, 2025 at 1:46 PM
Not inspired by, but blatantly plagiarizing @lowqualityfacts.bsky.social
November 5, 2025 at 6:02 PM
Spawn snapping just got a bit smarter. Some parts of Marble Game are very flexible in their use. Like pipes make sense horizontally and vertically. For such ambiguity, the game now auto-determines the alignment of a connection. Works pretty well.

#godotengine
November 2, 2025 at 10:55 AM
I always thought people who advocated for ANSI layout were cultists.

And they are.

I'm just one of them now.

It's like this layout was made for coding.
October 31, 2025 at 6:06 PM
Saturday Morning Marble Game

#gamedev #godotengine #godotjolt
October 31, 2025 at 2:40 PM
Today's the day!
October 31, 2025 at 2:21 PM
I am truly happy with the state of Saturday Marble Game now.

Building and modifying machines has become so much easier now and while I still want to do so much more, I would almost feel safe to release it like this to the world. But I won't yet. :)

#gamedev #godotengine
October 31, 2025 at 11:46 AM
When I thought of being able to move around multiple parts at the same time, I thought how complicated it would be to prevent the player from clipping them into the ground.

But turns out my implementation just automagically takes care of it.
October 31, 2025 at 9:42 AM
Here's a marble machine pretending to be a sink with siphon in these trying times.

#godotengine #gamedev
October 28, 2025 at 5:50 PM
the lonely interface
October 27, 2025 at 9:05 PM
Saturday Morning Marble game in motion.

#gamedev #godotengine #godotjolt
October 26, 2025 at 3:08 PM
Success! I can now connect procedural tracks to joints as well!

The code is still a bit jank, but I'll clean that up next week.
October 26, 2025 at 12:11 PM
One big downside of the system is that it's not smart enough to detect neighbors and attempt to connect together to them (as shown in the video).

And due to the extreme flexibility of how parts can be designed and placed, this will never be possible, I'm afraid.
October 26, 2025 at 11:11 AM