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<rss version="2.0"><channel><description>Environment Artist, GameDev</description><link>https://bsky.app/profile/huttyblue.bsky.social</link><title>@huttyblue.bsky.social - hutty</title><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3mdz2cihecc2l</link><description>Another one of the new enemies, the patterns on this one aren&#39;t fully done but yet but it has a unique armor mechanic where it can only be hit from behind. A powerful hit to the front will knock it over though.&#xA;&#xA;#gamedev #godotengine</description><pubDate>04 Feb 2026 04:34 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3mdz2cihecc2l</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3mdwlzmolm22p</link><description>Aight, its about time I started posting about IronSiren again.&#xA;Say hi to mr key goblin.&#xA;#godotengine #gamedev</description><pubDate>03 Feb 2026 05:13 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3mdwlzmolm22p</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lpnwqipiuc2r</link><description>Heres a fun little toolscript to bake out godot&#39;s generated 3D noise textures as a standard static 3D texture.&#xA;&#xA;As there doesn&#39;t appear to be any built in way to do it otherwise.&#xA;&#xA;#godot #gamedev</description><pubDate>21 May 2025 06:07 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lpnwqipiuc2r</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3ln2ksdcbhs2f</link><description>The walls got pipes too now.&#xA;&#xA;The green rock walls are also new, but they are pipeless and therefore uninteresting. &#xA;&#xA;#godot #gamdev</description><pubDate>18 Apr 2025 02:22 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3ln2ksdcbhs2f</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lmy4h3mo4k2e</link><description>Me earlier &#34;we need to keep the floors simple so combat is readable and performance stays high&#34;&#xA;&#xA;Also me &#34;but what if there were pipes eeeeeverywhere and they used vertex displacement to sink into the leaves&#34;&#xA;&#xA;#godot #gamedev</description><pubDate>17 Apr 2025 03:00 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lmy4h3mo4k2e</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lmkripths22o</link><description>I think its about time I figured out how those fancy new geometry nodes work.&#xA;&#xA;After getting through the basics I&#39;ve got a 9-slice style deform for scaled cubes.&#xA;&#xA;#blender #gamdev</description><pubDate>11 Apr 2025 19:39 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lmkripths22o</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3llrnv3zqes2p</link><description>As much as I love Blender, one of my biggest gripes is how it loves to hide UI elements if you aren&#39;t in the correct context.&#xA;&#xA;Here the controls to modify the grid are only visible in the UV-Edit panel if you have the 3D view in edit-mode. Even though the grid is visible regardless.&#xA;&#xA;#blender #ux</description><pubDate>01 Apr 2025 19:58 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3llrnv3zqes2p</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3llpyapeltk2y</link><description>Updated the visuals for when you have curse to show both forms of the player model using the voxelized effect for the seam. &#xA;&#xA;#godotengine #gamedev</description><pubDate>01 Apr 2025 03:58 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3llpyapeltk2y</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3llauplcvrk25</link><description>Windows has crashed Godot for your safety. While it was distracted importing an irresponsibly complex model the creature had almost escaped.&#xA;&#xA;#godot #gamedev</description><pubDate>26 Mar 2025 03:45 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3llauplcvrk25</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3ljemhkaidk2i</link><description>This feels so wrong but it is mentioned in the docs. In order to blend the shoot animation onto my run animations I need to cancel out the starting pose. &#xA;&#xA;And to do this you don&#39;t use the &#34;subtract&#34; node, you use and &#34;add&#34; node with a value of -1&#xA;...&#xA;#godot #gamedev</description><pubDate>02 Mar 2025 04:38 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3ljemhkaidk2i</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lifmpszgjk2g</link><description>More expansions to my particle system for Iron Siren. I&#39;m trying to generalize the effects that used custom shaders into one big shared configurable shader. Here the grow property is interpolated by a curve, and the color is as well, but offset by the facing angle.  &#xA;&#xA;#godot #gamedev</description><pubDate>17 Feb 2025 20:50 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lifmpszgjk2g</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lh3v42cn422p</link><description>New rig is coming together.&#xA;The LookAtModifier Node in Godot only respects bones that are a &#34;true parent&#34; and ignores any relationships bound by the child_of bone constraint.&#xA;&#xA;There doesn&#39;t seem to be a way to fix the inverted rotation so I guess I&#39;ll invert the target in code. &#xA;&#xA;#godot #gamedev</description><pubDate>01 Feb 2025 06:28 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lh3v42cn422p</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lh2frs5shs2z</link><description>Something thats bugged me forever is Blender&#39;s weight painting uses blue for both 0.0 weight and 0.1 weight.  Well turns out, you can change the weight gradient in the settings.&#xA;&#xA;So no more thinking I cleared an area just to later find out one of the verts still has a tiny amount left over.&#xA;#blender</description><pubDate>31 Jan 2025 16:21 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lh2frs5shs2z</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lgwkpyq46c2d</link><description>bug</description><pubDate>30 Jan 2025 03:39 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lgwkpyq46c2d</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lgrbbav2is2x</link><description>Sorry I haven&#39;t posted in a bit, I&#39;ve been stuck in the bone maze again. &#xA;#gamdev #blender</description><pubDate>28 Jan 2025 01:06 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lgrbbav2is2x</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lev2myh2jk2y</link><description>Idk how the code I changed turned the enemies into money rockets, but it sure is happening. &#xA;&#xA;#godot #gamdev</description><pubDate>04 Jan 2025 02:28 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lev2myh2jk2y</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lefhzwyyhk2n</link><description>And now the new map menu is actually in-game. It shows up between levels after the crafting screen. &#xA;&#xA;Currently all that really changes per-level are the biomes (tile art, enemy/element spawns), and the depth level (loot rarity).&#xA;&#xA;#godot #gamedev</description><pubDate>28 Dec 2024 21:45 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lefhzwyyhk2n</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lef7za6ca22g</link><description>Now interactive, as you progress down the route nodes that are no longer unreachable will be greyed out. &#xA;&#xA;Each node also has biome information for the level it contains.&#xA;&#xA;#godot #gamedev</description><pubDate>28 Dec 2024 19:22 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lef7za6ca22g</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3ledpsgnjnk2u</link><description>Working on a new map system for IronSiren, previously it just giving you a selection of seeds for the next level.&#xA;&#xA;Now it generates the entire set of levels and their connections at the start of a loop. The player will see this so they can make some long term route planning.&#xA;#godot #gamdev</description><pubDate>28 Dec 2024 04:59 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3ledpsgnjnk2u</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lczyn7eslc2z</link><description>I hadn&#39;t used it like this before but Godot4&#39;s Label3D is actually really handy for debugging. &#xA;&#xA;You can just spawn them into the game world with code when you need them to get a positional printout.&#xA;&#xA;Here I&#39;m using it to debug an issue with my border tile generation. &#xA;#godot #gamedev</description><pubDate>11 Dec 2024 14:45 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lczyn7eslc2z</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lclsbskfmk2g</link><description>Finally got around to fixing the electrical arc weapons&#xA;All hail the big shocky&#xA;#godot #gamdev</description><pubDate>05 Dec 2024 23:14 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lclsbskfmk2g</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lcc3mbbcvk2n</link><description>Working on some improvements to my in-game particle editor. &#xA;They aren&#39;t &#34;real godot particles&#34; but instead specially specially flagged pooled projectiles. &#xA;&#xA;This allows me to do some stuff that godot particles can&#39;t. Like full 3 axis tumbles, force interactions, and not stutter.&#xA;&#xA;#godot #gamedev</description><pubDate>02 Dec 2024 02:34 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lcc3mbbcvk2n</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lc56mpwqqk2p</link><description>Ah yes, the gifs.&#xA;There appears to be some invisible filesize limit, as the 36mb 256color version didn&#39;t seem to work.&#xA;&#xA;Anyway, nothing to see here, just normal perf testing with my collection of 2048 spiders.&#xA;#godot #gamedev</description><pubDate>30 Nov 2024 03:45 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lc56mpwqqk2p</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lbvgzk5gsc2y</link><description>Sorry for the big gap in posting, I&#39;ve been down an optimization rabbit hole again. The slowest code in my game is the stack of shader_params used for projectile trails, so I&#39;ve been moving that data to a viewport-texture and there were some bit-depth and srgb related issues. &#xA;&#xA;#godot #gamedev</description><pubDate>27 Nov 2024 01:54 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lbvgzk5gsc2y</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lbdnvuh56c2t</link><description>Got a massive influx of followers today, so hello!&#xA;Enjoy this clip of me crashing the game with a run well into the deeply unbalanced endgame. &#xA;&#xA;Full stream vod here https://www.twitch.tv/videos/2305997958&#xA;&#xA;#godot #godotengine #gamedev</description><pubDate>20 Nov 2024 00:09 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lbdnvuh56c2t</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lbazvym4bc2u</link><description>Testing a new special for the knight character in IronSiren. Now they spend an elemental shard to form some armor. After a few seconds the armor breaks releasing projectiles depending on how much damage was absorbed.&#xA;&#xA;Sounds/VFX are temp.&#xA;&#xA;#gamedev #godotengine</description><pubDate>18 Nov 2024 23:06 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lbazvym4bc2u</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3larz3n3rvc2q</link><description>New enemy in the mines of IronSiren.&#xA;They mine now, the walls are no longer safe.&#xA;#godot #gamedev</description><pubDate>12 Nov 2024 23:41 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3larz3n3rvc2q</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3lapruw6cck2c</link><description>The GIMP 3.0 rc1 is out and it has nondestructive filters.&#xA;Which is very nice.&#xA;&#xA;However dialogs in darkmode now flashbang you with a white background as they load in.&#xA;Which is a bit less nice.</description><pubDate>12 Nov 2024 02:27 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3lapruw6cck2c</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3l7bkooxwbk26</link><description>What debugging Euler rotations does to the human mind. #godot #gamedev #blender</description><pubDate>24 Oct 2024 17:16 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3l7bkooxwbk26</guid></item><item><link>https://bsky.app/profile/huttyblue.bsky.social/post/3l74zuzoykn24</link><description>Working on storing the animation data in textures to reduce the number of shader parameters I need to call. Its, a work in progress.&#xA;&#xA;#gamedev #godot #godotengine</description><pubDate>22 Oct 2024 22:05 +0000</pubDate><guid isPermaLink="false">at://did:plc:onepcvriqpnvcot4rbrxmifi/app.bsky.feed.post/3l74zuzoykn24</guid></item></channel></rss>