Mschive
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mschive.bsky.social
Mschive
@mschive.bsky.social
Gamedev and Programmer
she/her

This is my dev dump where I post whatever I feel like bleh :3
Currently working on an anime fighting game
During the pre-production of our fighting game I've deep dived into a GGST case study. This is my attempt at an input visualizer.

I think it turned out well, but the interesting thing is that it's just a shader. Aside from the A, B, C the entire input "wheel" is just a simple hlsl method :3
September 8, 2026 at 9:50 PM
Decided to remake my celshader in hlsl instead of shader graph and managed to improve lighting and highlights in the process :>

The outlines still have some gaps but those can only really be fixed with smooth normals so it will have to wait until we have our own meshes :<

1 - After
2 - Before
September 4, 2026 at 1:47 AM
We made a game in 10 weeks during the spring and it's finally out on steam :>

POSER is a small narrative rhythm game set in a world were the dancing plague is forcing everbody to dance. I'm very happy with how it turned out

store.steampowered.com/app/4763600/...
POSER on Steam
POSER is a narrative-driven rhythm game where you move to the beat to explore an underground club, and dance battle your way through it to uncover its darkest secrets.
store.steampowered.com
August 30, 2026 at 8:46 AM
Tweens are awesome but I've always felt like they force you to either hardcode a lot or serialize a ton of variables.

To fix these problems I made a TweenOptions class that stores all these potential variables and and allows designers to change anything without touching the code.

(1/2)
August 30, 2026 at 5:21 AM
Started working a bit on character and framedata tools for the designers and I think this simple input sequence visualization is pretty neat :3c

It's not the most elegant solution but it's extremely easy to implement and works just fine at least for now
August 28, 2026 at 7:19 PM
I haven't been satisfied with the outlines so far. The main issues were gaps and weird thicknesses in spots. To combat this I made the thickness dependant on FOV and the position dependant on a per vertex camera offset.
I'm fairly happy how it turned out but it's not perfect.

1 - After
2 - Before
August 28, 2026 at 3:26 AM
I love when there are a bunch of skins or even the option to make your own skins. So I ditched lit/unlit texture approach for a monochrome texture. The brightness is used to sample a color gradient generated by each skin and that way we can have infinite skins with only 1 texture :>

Pretty neat imo
August 22, 2026 at 1:20 PM
The first step of making an anime fighting game is of course to make it look like it could actually be in an anime.

I've been experimenting with a cellshader to try and mimic the style of GGST. It uses 2 textures for lit/unlit and inverted hull for outlines. Thx Noggi for the yt vids on this topic🙏
August 20, 2026 at 4:51 AM