✨️🌒Mercy🌘✨️
@bbmercy.bsky.social
160 followers 210 following 110 posts
internet computer artist, speedrunner, game dev. she/her
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Reposted by ✨️🌒Mercy🌘✨️
smanfa.online
goddess of the hunt [ #hades #hades2 #artemis ]
a drawing of Artemis from Hades 2, wearing modern clothes - a cloak with a fur lining, tight brown-orange sweater, brown skirt with silver sisters belt, dark red tights and eyeglasses
bbmercy.bsky.social
oh nice. I just switched to linux myself. just mint in my case :v
Reposted by ✨️🌒Mercy🌘✨️
tkgp.bsky.social
yeah sorry this is just a kf3 aesthetics account now

holy moly
bbmercy.bsky.social
and a closer look at my concept art and some of my painted texture work. The texture sheet is 256x
bbmercy.bsky.social
New enemy for the Sword of Moonlight game project. Try not to look too hard at the miserable pathfinding From made for this engine...
bbmercy.bsky.social
yep prerender rendered out to AVI that som can play as a movie in its event scripter
bbmercy.bsky.social
Made a resi-style door animation for level transitions :3
Reposted by ✨️🌒Mercy🌘✨️
bbmercy.bsky.social
made a new little area for my sword of moonlight horror game :3
bbmercy.bsky.social
made a new little area for my sword of moonlight horror game :3
Reposted by ✨️🌒Mercy🌘✨️
moonlightruin.bsky.social
I'm incredibly happy to announce that you can find my Spanish patch for King's Field 1 in swordofmoonlight.com, this means a lot to me.

Thank you so much @swordofmoonlight.com 😊

#KingsField
bbmercy.bsky.social
yeah basically. just a comma-separated list
Reposted by ✨️🌒Mercy🌘✨️
bbmercy.bsky.social
wanted to talk about my process for making maps in sword of moonlight, a game engine made by fromsoft in the year 2000. SoM doesnt really have a robust map-making tool that something like quake would have. Its an entirely flat 2d editor (think RPG Maker), which you populate with 3D tiles. (1/5)🧵
bbmercy.bsky.social
A final "main" tile + "clutter" tile look like this. Afterwards, I then convert to the format SoM expects and painstakingly re-assemble the result in the editor. This map took about 145 custom tiles to create. If this seems extremely labor-intensive, Yes. But its challenging in a fun way (5/5)🧵
bbmercy.bsky.social
After that, I create my lighting setup in Blender. I use an addon called SimpleBake to bake my cycles render into individual 1024x textures. Having all the baked lighting in a single texture like this is crucial, as SoM doesn't really do lighting. (4/5)🧵
bbmercy.bsky.social
there's a texture size limit, too. SoM only supports up to a single 1024x image per-tile. To create a map, I first model out the geometry. I try to keep to discrete 6x6 meter chunks for the tiles, with separate "clutter" tiles to create things like trash bags, traffic cones, etc. (3/5)
bbmercy.bsky.social
custom tiles have to be imported one-at-a-time. And there is a limit on their physical size in the game world before the camera culls them from view. In addition, there's a file size limit for individual tiles (seems to be around 100kb), so number of objects and their poly count also matter (2/5)🧵
bbmercy.bsky.social
wanted to talk about my process for making maps in sword of moonlight, a game engine made by fromsoft in the year 2000. SoM doesnt really have a robust map-making tool that something like quake would have. Its an entirely flat 2d editor (think RPG Maker), which you populate with 3D tiles. (1/5)🧵
Reposted by ✨️🌒Mercy🌘✨️
bbmercy.bsky.social
inspired in large part by lunacid: tears of the moon, i'm gonna be working on a small side project in the sword of moonlight engine :3
bbmercy.bsky.social
inspired in large part by lunacid: tears of the moon, i'm gonna be working on a small side project in the sword of moonlight engine :3