Blaghs
blaghs.bsky.social
Blaghs
@blaghs.bsky.social
Gamedev, shitposter. Check out Careening, now in Early Access. https://store.steampowered.com/app/3321790/Careening/
I went back to an older project today to see if I could crack it: hard pixel texture sampling with vertex paint support.

It's 95% working now, supporting ^2 sample counts above 16, diffuse, normal & roughness + height.
December 11, 2025 at 6:01 AM
By default, Pixomatic outputs at half res, but after reading the documentation (boo, hiss) it's trivial to turn that off in the ini, at which point my test shows it running around 16-24 fps.

This is honestly about 5 times faster than I was expecting.
December 7, 2025 at 3:32 AM
That new Silent Hill movie trailer certainly is something.
November 20, 2025 at 11:41 PM
Next on the list is adding some screen shake, and it's going *very well* (marked as "graphic" due to sort of flashing lights).
November 17, 2025 at 11:09 PM
Much more work on the buff screen is needed, but the first step, updating the particles so that they pretend to glow, is done. For the right look I've also had to increase the spawn rate by... ten times, but there's plenty of performance headroom on the menus.
November 17, 2025 at 7:43 AM
Decreased base brightness to .2 instead of .3, fixed the invisible hover buttons that had stopped working (because of me), switched the post-its to match the album cover-art not the casing (badly drawn instead of CG), made the font more readable & adjusted animation timings.
November 17, 2025 at 4:39 AM
I just made one small tweak, brightening and dimming the choices on the level-up screen to help highlight the selected one, and it's made it feel approximately 3 times as polished as it did before.
November 13, 2025 at 4:58 AM
There's something I find immensely funny about having an idea about how you want to do something, implementing said idea, and having the result absolutely *suck*.

Back to the implementation mines!
November 7, 2025 at 9:05 PM