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Dynofluff

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A member registered Oct 24, 2023 · View creator page →

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It wasn't a problem of flickering, but rather because the plane was concave instead of convex, it was clipping into the model. For example this was a problem with one of the planes adjacent to the very front of the bandana, it was clipping into his clavicle before I fixed it.

How did you animate the head like that? Pre animation texture update even?! That shadow blends so well I didn't even notice it until I looked at the wire mesh.

I was not expecting the moon jumpscare. So scary I'm crine, son.

I loved that game. Such an accurate depiction, I didn't even remember that's how the shops opened until I saw this.

That hand and core look insane. It must have taken ages to get the fingers moving in congruence.

Great scenery, I love the visual hack for the tails.

I remember seeing this one earlier and thinking it is so cool. So many moving parts, which I know took some work in pc2.

I suppose it doesn't show the description on the submission page. He's one of five brothers, the oldest, all angels. They act as reality anchors for a false reality created to help souls ascend after an entire population was forcibly raptured by weaponized purified sin, causing significant soul instability that can only be fixed by removing all traces of the old self and identity and replacing it with a new identity which is ready for ascension.

For the fur there was a few methods. The hair, I basically made two Hair Tuft meshes which I actually made out of merged prisms until I got the number of triangular planes I needed, and then pinching the ends that I would draw out into hair spikes. The hair overall is made up of 8 tufts. The cheek tufts were made of stacked cuboids and it was a little jank and looks not great when the shading is turned on. I'm wondering if I should use a cylindrical plane in the future for that. The tail was a lot easier, just a bunch of extruded cylinders, and then I extruded the sides, pinching the vertices into pyramid shapes before stretching into spikes.

The main trouble with this model was definitely the occurrence of concave planes. I think there were two overall that I had to delete, make a plane, invert it, and then merge it in place of the old plane to fix this.

Unfortunately, there is an inherent problem with the GTBS script that made the 3d environment possible that makes you unable to save your game. The demo is still perfectly playable, but it is only plug and play for now as I haven't found a solution to this problem as of yet.