
Technical Artist - Game Dev & UI Designer, cofounder of @slimeteamdev
Joined May 2013
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- Followers286
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Pinned Tweet
so, finally i can share mi portfolio! :) #PortfolioDay artstation.com/rothbilly
Don't let billionaires convince you slop is the future. They're used to managing & directing, not making things themselves. Of course they can't see the difference. They don't understand your love for the craft. Keep making personal, beautiful games.
You've got my support 💖
Nico retweeted
You know what? My own game is a sunk cost project, that likely won't see a full return on it's investment.
But I would rather develop a game at a loss, that has soul and passion behind it, created by actual individuals with artistic talent. Than some feed my ideas into some soulless slop factory that spits out a sub-par product.
AI slop. Almost everything is mislabeled or wrong.
Allow me to explain...
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
The chart is AI-generated and contains multiple mislabeled/inaccurate depictions of noise functions (e.g. base Perlin/Simplex visuals show layered patterns; Billow/Hybrid are variants or nonstandard).
en.wikipedia.org/wiki/Perlin_no…
en.wikipedia.org/wiki/Simplex_n…
en.wikipedia.org/wiki/Worley_no…
mini.gmshaders.com/p/gm-shaders-m…
x.com/slashskill_/st… (author reply)
Just implemented a custom file-dialog/file-browser control for #raygui, 1000 locs, immediate-mode, handmade from scratch...
Quite happy with the result, if only I was paid to work on this kind of things... unfortunately this art soon will be lost... like tears in the rain...
Nico retweeted
They have made it illegal for me to learn on the job unless its about getting the clanker to output code faster.
Nico retweeted
In this era of artificial intelligence, it is becoming urgent to distinguish human art from what machines produce. There is an ontological difference, even before an aesthetic one, between art and what a machine can generate through statistical calculation based on millions of images created by others. Algorithms lack the spark of humanity. For this reason, the Church wishes to renew an alliance with artists and cultural institutions to safeguard our humanity.
Nico retweeted
Yet again, the Game UI Database is being scraped to the point that it's getting knocked offline. Even Cloudflare's "I'm under attack" mode isn't working.
I just wanted to create a resource for real designers. I'm getting so fucking sick of this.
#raylib surpassed 1 Million counted downloads! 🤯
* Actually those numbers do not consider GitHub clones downloads, ~4K per day, total downloads are probably several millions 🔥
Not bad for a C low-level library...
Nico retweeted
For anyone who's trying to achieve a simple "infinite ocean" effect in their game, here's how I'm doing it 🧵
So, here are my thoughts on porting Murtop from Godot 3 to 4:
- I used the "project upgrade tool" and it did a pretty good job overall.
- I had to rewrite all the code related to Tweens. I miss the Tween node.
It goes on... 👇🧵
#GodotEngine #gamedev #indiedev #madewithgodot
I've been porting Murtop from Godot 3.5.2 to Godot 4.7 for the past week because reasons... 👀 And it's been quite the journey, I'll tell you that! 🙃
And I'm not finished yet🤪
#GodotEngine #gamedev #indiedev #madewithgodot






























