bélitzky (@belickim) header
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Programmer, gamer, indie game developer. belickim# at discord. Currently building #Cathedral3D - action packed retro FPS: https://nitter.cf/t.co/LltqiBRp7H…

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Joined July 2010
Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)Photo by bélitzky (@belickim)
A secret small thing coming slowly together. #gamedev #pixelart #dungeoncrawler #blobber
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🤖 Made with AI
Today we're sharing with you all the name of the next Elder Scrolls title (did you guess correctly?).
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The sun and moons transform day to night, but what transforms the mind? Now with updated night sky too. The same shader with different parameters, stars and moon phases sprinkled on top. #gamedev #indiedev #pixelart #crpg
Apparently yes, dithering is the answer to everything. #gamedev #indiedev #pixelart #crpg
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bélitzky retweeted
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Apparently yes, dithering is the answer to everything. #gamedev #indiedev #pixelart #crpg
Under sun and sky, outlander. Actively searching for a stylized sky shader that goes well with pixel art look and feel. Will dithering be able to fix everything? #gamedev #indiedev #pixelart #crpg
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Under sun and sky, outlander. Actively searching for a stylized sky shader that goes well with pixel art look and feel. Will dithering be able to fix everything? #gamedev #indiedev #pixelart #crpg
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Move along, outlander. One of the challenges with procedural settlements is navigation. Instead of having a single navmesh for a settlement, I opted for a hybrid approach. #gamedev #indiedev #procgen #crpg
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It is both reasonably easy to generate and creates small graphs to traverse at runtime. a network of waypoints covers the outdoor areas, each building has its own navmesh for more precise navigation. When both fail NPCs fall back to proximity-based movement.
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This could be a lovely day, don't you think. Early morning in procedurally generated hamlet. The game uses Arena/Daggerfall-like approach to generate a large world. There is way too few assets right now, but it already sort of feels nice.
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bélitzky retweeted
Update on my custom game engine. Used clay.h for UI layout. Its API is really well designed. @nicbarkeragain did an awesome job here and you can learn a lot by using it. I'll probably end up writing something more custom in the future but I'll use a lot of ideas from it.
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Happy spooktober to those who celebrate.
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We are punished by the gods. The wind is our suffering. #gamedev #indiegame
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Pictured: "Why Would I Deceive You?" by Lady Nerevar.
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The Elder Scrolls II: Daggerfall released 30 years ago today!⚔️ September 20, 1996
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Legend of Deepshade: Low Poly Mode Update
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I wasn't planing to have a cooking mechanic but couldn't help myself. I love how this kind of simple interactions bring life to the world.
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Under sun and sky, outlander. We greet you warmly.
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Trying to find classic rogues on Steam and feeling myself slowly turn into a "Only old school dungeon delvers are roguelikes" type guy.
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I did get around to updating all those tiles with the new palette in case anyone is curious :)
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Watch yourself. We'll have no trouble here. #gamedev #pixelartㅤㅤ
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Tell your friends about this place. #gamedev #pixelartㅤㅤ
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