Phanterm
banner
phanterm.bsky.social
Phanterm
@phanterm.bsky.social
Tempestuous Jester (Very Serious Individual) Daily Driving the 獨行道

Working on Coruncopia over at @studiosunshower.com
pfp by @bukoya.com
Nice to know that when the Godot docs go down, it immediately tells you who is to blame.
December 5, 2025 at 8:51 AM
@elliepop.bsky.social : “why’d you get bulk mayonnaise?”

the mayonnaise:
December 5, 2025 at 4:58 AM
Soundscapes now functioning! Today I also added different audio effects for different rooms. None of these effects and sounds are final or anything -- I just wanted to know that it worked and it does! ✨

I could use some unhinged sounds for the next update. I might do that...

#godot #gamedev
December 4, 2025 at 3:12 AM
New cryptid dropped
December 3, 2025 at 5:07 AM
Creating Source Engine-styled soundscapes. Each room is associated with an environment, and each has its own FX settings and sounds that play based on various parameters (frequency, pitch/volume rand, etc).

First instance of audio in the game! Wanted to build a strong foundation 😤

#godot #gamedev
December 2, 2025 at 1:44 AM
“I didn’t play it, but I watched a streamer/longplay”

NOT ENOUGH
November 30, 2025 at 7:59 PM
Dude look at him (Rei from Breath of Fire 3)
November 23, 2025 at 9:54 PM
waving from inside my mighty max trapped in skull mountain playset
November 23, 2025 at 8:14 PM
friends: god i hate flying enemies in games that just orbit around you and swoop in, they're so annoying. please never do that

me, calmly: haha

#gamedev #godot
November 19, 2025 at 1:52 AM
My niece was at a wrestling competition on livestream and my mom was being a bloodthirsty anime villain about it. I love her
November 12, 2025 at 5:40 PM
my first point and click was something called Blazing Dragons on PS1 and...it Was A Videogame
November 11, 2025 at 7:53 AM
Game career presentation coming along Nicely
November 6, 2025 at 4:39 PM
If the slide notes are any indication, this upcoming talk I'm giving on game careers is sure to be a feelgood experience
November 4, 2025 at 6:39 PM
Still automating room creation but boy has it paid off! With one button press, I bind the camera limits to the room, set entry/exit triggers, generate a chunk-based navigation mesh, generate waypoints for things like spawn zones, movement logic assistance, etc. Then I remove ones not on the navmesh!
October 28, 2025 at 11:09 PM
(slips this into your inventory and item-get.mp3 plays)
October 21, 2025 at 10:38 AM
Gif search moment
October 18, 2025 at 2:37 AM
haven't had cause to post updates about the game right now since the work is proceeding but it is rather boring. coincidentally, here is footage of me working
October 16, 2025 at 9:29 AM
During stream I created some icons to go with some of the enemy behaviors I've been programming.

This one with the hilariously bad moai statue is supposed to be "set enemy facing to current target" but instead it looks like something a mercenary would put on the side of a mobile suit
October 7, 2025 at 5:37 AM
The last issue is that the navigation areas poke into the doorways, where we don't want enemies pathing. Easy fix: add margins.

With a Vector4i property with each value representing a side of the room, I pass in a value of 2, meaning that we shrink that side of the baking coords by 2 tiles. Clean!
October 2, 2025 at 8:48 AM
This was more or less what I wanted in a solution. There were some strange issues with the postprocessing where I'd see an extremely small nav poly sticking into the obstacle areas. (red circle)

Why this happened is mysterious, but not as mysterious as the problem vanishing on its own. ok. Anyway-
October 2, 2025 at 8:48 AM
Simple enough. I have a collider the size of my room; the dimensions for which I use to create a NavigationPolygon that I bake in the editor. This carves out the spots where my obstacles are, easy as pie. But the nav polys in larger rooms look like this:
October 2, 2025 at 8:48 AM
But I believe...the evil has been defeated. There is a reason why I needed to try a new approach to navigation meshes for my project.🧵 #godot #gamedev
October 2, 2025 at 8:48 AM
My sincerest words for the level designer of Shinobi: Art of Vengeance who was in charge of all the precision platforming sections
September 19, 2025 at 4:39 AM
September 10, 2025 at 9:42 PM
Got a new coffee table recently. Fugue approves.
September 10, 2025 at 9:20 PM