MachineScreen
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machinescreen.bsky.social
MachineScreen
@machinescreen.bsky.social
Indie Game Dev
Been making free, micro games on & off for ~10 years. The current plan is to try and make something bigger.
I was @machine_screen on Twitter
machinescreen.itch.io
Suffolk, UK
November 10, 2025 at 9:28 PM
A dream of abundance #gamedev #indiedev
November 10, 2025 at 1:22 PM
Well it took a while to work out how to do this but I've just finished this animatable #lowpoly hospital curtain in #blender. Very useful exercise as I learnt a lot about stuff I've never touched before - like Hooks and Drivers. #gamedev
November 7, 2025 at 1:27 PM
Finally found a way forward for the game I've been chipping away at for a while. I'd been worried it was very samey and potentially boring but I'm much happier with the plan for the overall structure now. #gamedev #indiedev #horrorgame #retrogame #ps1
November 2, 2025 at 10:40 PM
Interestingly with Use Bicubuic Filter off the luxels aren't aligned to the edge this time, so it's needs to be on - which the opposite to what I found with pre-creating the UV2 in Blender. Off on right here.
October 3, 2025 at 9:25 AM
Ok, so now I've decided to see how #Godot does at generating the UV2 itself. I just entered the luxel dimension on import and that fixes the bleeding because, unlike my original Blender UV2, Godot puts margins between each face, 2px by the looks of it. However there is still the alignment oddness.
October 3, 2025 at 9:20 AM
Looking at the lightmaps side by side with an overlay showing the edges of each face demonstrates a couple of problems with the lightmap generated by #Godot. Bleeding between faces and the shifting of the central brightest areas up and to the right so the whole thing is off centre.
October 2, 2025 at 7:35 PM
So I've now adjusted the generated lightmap manually to what I reckon it should be and it looks perfect. Only slight quirk I found is the lightmap needs a 1px border top and left. The difference between this and the generated one is significant.
October 2, 2025 at 6:25 PM
Ok, so I seem to have fixed the odd dark ceiling by rearranging the UV2 in Blender. Possible that Godot doesn't like it when parts of the UV2 map are in negative space. Doesn't fix the aligment problems though... or the bizarre extra stuff on the lightmap...
October 2, 2025 at 5:06 PM
Coming to the conclusion there might be something kinda broken about the way Godot 4 calculates lightmaps. Maybe this kind of thing isn't particularly noticeable with high resolution lightmaps but it's definitely noticeable with low-res Quake style lightmaps...
October 2, 2025 at 3:55 PM
Yeah it definitely isn't the centre of the luxel that is being used to calculate it's value as this spotlight doesn't pass through the centre of the two luxels on the right in this image, yet they are being lit.
October 2, 2025 at 11:10 AM
Turning off Use Bicubic Filter in the Lightmapping Project Settings seems to 'fix' the alignment issue, there are now 6x6 luxels on the plane. But the values of the luxels don't make much sense to me... Maybe the calculations are based on a corner of luxels rather than the centre? #gamedev
October 2, 2025 at 10:46 AM
Finding some odd behaviour with LightmapGI in #Godot. I pre-generated a second UV map for this plane in Blender with a super low resolution of 6x6. For some reason Godot is moving the luxels so they no longer align with the edges and also it generated a tonne of unnecessary extra lightmap data...
October 2, 2025 at 10:37 AM
September 13, 2025 at 1:50 PM
Funny how making menus makes a game seem much more 'real' and complete (even if it isn't... 😬) #gamedev #indiedev
September 5, 2025 at 9:23 AM
Been playing around with dynamically switching between lightmaps in #Godot in a similar fashion to the original Thief game. Unfortunately due to not being able to bake lightmaps from a script it does involve quite a bit of upfront manual work to get set up. #gamedev #indiedev
August 15, 2025 at 6:07 PM
Haven't posted much about my current project recently as I've been mostly trying to fix an odd performance issue that reared its head. Think I might be finally getting somewhere. To celebrate here's a silly clip of me tearing through the forest at 100mph... #gamedev #indiedev #horrorgame #retrogame
July 18, 2025 at 10:21 AM
Adults don't normally pose a problem if you're already engaged. #gamedev #indiedev #horrorgame #retrogame
July 10, 2025 at 10:19 PM
July 10, 2025 at 5:41 PM
I wake to a singular instruction boring deep into my brain. "Feed me", it says. #gamedev #indiedev #horrorgame #retrogame
July 9, 2025 at 7:02 PM
Today I've been working on a system to display the player character's thoughts in quiet moments. They might provide some insight into what's happening in this world. #gamedev #indiedev #horrorgame #retrogame
July 8, 2025 at 5:00 PM
Looks really comfortable though... #gamedev #horrorgame
July 4, 2025 at 6:54 PM
Wander infinite waiting rooms and have an existential crisis in my short psychological horror walking simulator. #gamedev #indiedev #horrorgame #retrogame
July 4, 2025 at 1:33 PM
The Waiting Rooms is my entry for the #ScreamForever jam. It's a psychological horror walking simulator preoccupied with monotony and infinity. Got a spare 10 minutes? Play in browser now: machinescreen.itch.io/the-waiting-... #gamedev #horrorgame #indiedev #retrogame
June 26, 2025 at 10:03 PM
June 22, 2025 at 4:41 PM