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CanisBorealis

@canisborealis

Indie Game Developer bouncing between projects Perpetually distracted with procedural generation and ideas for zelda-likes

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Latest posts by CanisBorealis @canisborealis

Sample shader venue in YARG, faux ocean waves

Sample shader venue in YARG, faux ocean waves

Sample shader venue in YARG, a black hole

Sample shader venue in YARG, a black hole

Sample shader venue in YARG, a rocket launch pad

Sample shader venue in YARG, a rocket launch pad

Sample shader venue in YARG, aurora borealis

Sample shader venue in YARG, aurora borealis

Yet Another Rhythm Game (YARG) supports shader backgrounds as custom venues, so I've been porting a handful of Shadertoy shaders over amidst lots of gaming 🎸

#YARG #Modding

12.03.2026 02:33 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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OMG people are going to LOVE the new offset transform property in Godot 4.7!

It allows you to easily animate elements inside containers, even with the AnimationPlayer 😍

09.03.2026 16:36 πŸ‘ 150 πŸ” 21 πŸ’¬ 13 πŸ“Œ 4

Yeah this tree is running ShroomOS for sure

05.03.2026 16:19 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I love how hoppy the characters are when they move

05.03.2026 16:15 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Cool cloud footage

05.03.2026 07:20 πŸ‘ 142 πŸ” 27 πŸ’¬ 11 πŸ“Œ 0
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I'm a game design genius

01.03.2026 05:03 πŸ‘ 6920 πŸ” 977 πŸ’¬ 90 πŸ“Œ 18

🐝🐝🐝

27.02.2026 22:00 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Definitely! They look perfect together :)

18.02.2026 15:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I adore the leaf pixel clusters on the trees. Something about them is just the perfect shape :)

18.02.2026 05:54 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
WIP procedurally generated overworld for an unnamed 2D top-down action adventure game.

WIP procedurally generated overworld for an unnamed 2D top-down action adventure game.

I have purged the overworld of skeletons and turned them into grass patches.

Also the tiles align correctly now 🌱

#godot #zeldalike #gamedev #indiedev

13.02.2026 05:19 πŸ‘ 10 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

Definitely going in the Godot Brawler moveset 🎣

11.02.2026 13:57 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Why, yes, I do in fact have multiple video essays about how A Link to the Past is the best classic Zelda game queued up to watch.

This is very important research for developing my game and not just confirmation bias!

10.02.2026 04:38 πŸ‘ 3 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

Subtle detail, but I really like the drop shadow on the enemy sprites. Nice little added depth

09.02.2026 19:51 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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chimken friend

07.02.2026 21:15 πŸ‘ 65 πŸ” 10 πŸ’¬ 2 πŸ“Œ 0
A procedurally generated series of overworld rooms for a player to traverse in a top-down 2D rpg.  Free-roaming skeletons dot the landscape.  Debug highlighting indicates where rooms are supposed to connect (not all of them work as intended yet, though).

A procedurally generated series of overworld rooms for a player to traverse in a top-down 2D rpg. Free-roaming skeletons dot the landscape. Debug highlighting indicates where rooms are supposed to connect (not all of them work as intended yet, though).

Initial overworld generation attempts are going well!
(Don't mind the minor collision-ignoring-skeleton infestation)

#godot #zeldalike #gamedev #indiedev

06.02.2026 05:31 πŸ‘ 10 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

There's something really amusing to me about the duck waddling along as the spikes pop up out of the ground behind them

31.01.2026 23:03 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Busy refactoring to support multiple dungeons (and retaining the dungeon state if you switch between them) which does not yield a lot to show off.

So instead have a room with more than 3 skeletons! (finally)

#godot #zeldalike #gamedev #indiedev

29.01.2026 05:39 πŸ‘ 14 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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In today's episode of Making Visual Improvements to my #Duck #Soulslike Without Actually Adding Any Gameplay to the game, my very own triplanar shader!

to make stuff like... dirt. and grass. how exciting :D

#Godot

28.01.2026 03:42 πŸ‘ 14 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

Tunic has peak low poly bush shapes

27.01.2026 19:02 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Working on some of the forest area today! Finally some green instead of more blue!

#pixelart #indiedev #indiegame #gamemaker

27.01.2026 16:57 πŸ‘ 25 πŸ” 5 πŸ’¬ 1 πŸ“Œ 0
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A new Godot version, a new release page :)!

godotengine.org/releases/4.6/

I had the pleasure of working on the Godot 4.6 release page. It was a very enjoyable experience, and I hope people will like it.

#godotengine #webdev #threejs

27.01.2026 06:46 πŸ‘ 167 πŸ” 19 πŸ’¬ 8 πŸ“Œ 1

Reminds me of that one VR / Metaverse Shopping Experience clip Walmart was hyping up a few years back

25.01.2026 15:34 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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How many ice spikes is too many? β˜ƒοΈ
#ScreenshotSaturday #pixelart #snake #gamedev

24.01.2026 21:11 πŸ‘ 171 πŸ” 18 πŸ’¬ 9 πŸ“Œ 2

This looks incredibly cool and useful for experimenting with sound design!

Will it support importing additional sound effects (ex: from a folder) besides just the ones you're including? Maybe that's how it works already :)

24.01.2026 22:27 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Lamp!

Needs some particle effects, but I'm happy how easy it was to integrate this into what I had in place already.

#godot #zeldalike #gamedev #indiedev

24.01.2026 02:42 πŸ‘ 7 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

Making a note to add this when I work on the death sequence instead of running into enemies 10 times lol

21.01.2026 16:30 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Got player damage and knockback mostly working, but I seem to have accidentally created an electrocution effect ⚑

#godot #zeldalike #gamedev #indiedev

20.01.2026 02:00 πŸ‘ 15 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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View of the UI if you somehow entered the dungeon with both the map and the compass in your possession!

Now to make properly hide the information until you actually pick them up... πŸ—ΊοΈπŸ§­

#godot #zeldalike #indiedev #gamedev

16.01.2026 03:28 πŸ‘ 8 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

There are definitely down sides to the room based approach I'm currently leaning towards, but at least the algorithms I'll need to implement will be much simpler! πŸ˜‡

15.01.2026 17:22 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Ideally, I want controllable "locks" that can be traversed once the player has specific key items. I can build screen templates that incorporate these sort of locks.

The "open world" would need some partitioning implementation to divide the world into areas before and after whatever wall it made.

15.01.2026 17:21 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0