Witchpixels
witchpixels@peoplemaking.games
<p>(🇬🇧 it/its they/them🇩🇪 es/ihm)</p><p>I'm an non-binary game developer from Canada.</p><p>I write web services and make small games in Godot.</p><p>You can find me also on:<br />◦ github: <a href="https://github.com/witchpixels" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="">github.com/witchpixels</span><span class="invisible"></span></a><br />◦ itch: <a href="https://witch-pixels.itch.io/" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="">witch-pixels.itch.io/</span><span class="invisible"></span></a></p><p>:flag_aromantic: aromantic :aceflag: asexual</p>
Posts
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Posterization and dithering effects are so cool. #godot #gamedev
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Weird that the thing that probably ends up being the final line for me for using reddit is how many people in game dev threads are committed to gaslighting everyone into thinking that *everyone else* is using LLMs and that anyone saying otherwise is just one of the last few holdouts. It&#39;s so fucking tiring.
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RE: https://mastodon.gamedev.place/@godotengine/116839550229253906 It&#39;s a truly sad fact that any FOSS project, especially those on platforms that integrate slop generators directly into their platform will need to do clamp down on this shit or risk being bogged down forever.
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I know the project is going well when typing `git` into the address bar auto completes to my own forgejo instance rather than github or gitlab.
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No no, I&#39;m definitely not a nightmare to work with.