Image 1 — Some images from the texture loader
Image 2 — Some images from the texture loader
Image 3 — Some images from the texture loader

Some images from the texture loader

I'm ready with a feature that allows loading separate textures in mods. Technically, it works with image files that are specified in the config. As long as the image matches the UV mapping, it will work. It will be a part of 2.1.0 pre-release. I still have custom engine sounds and Steam Workshop integration left to do before I'm ready with it.

u/dimitars-dev — 1 day ago

Night timelapses with Sony ZV-1 and Canon EOS R

The video is time stamped based on the settings of the cameras. The clips are a bit short because these are my first time lapses and I'm still figuring stuff out, though I've done a lot of night photography before.

I really want to underline the fact that the ZV-1 fits in my pocket and I got it like 2 years ago so I could easily carry it everywhere, take many photos, and learn. I'm still amazed how well it performs given its price and size. It has a very apparent dead pixel now though (probably because I did a bunch of artsy photos silhouetting things in front of the sun)

youtube.com
u/dimitars-dev — 4 days ago
▲ 6 r/Tape16

Changing tape speed to go microtonal

It's my first time using this technique. Basically, I record some stuff, reduce the tape speed to detune, and play regular stuff on top.

It's super intuitive to do with Tape 16, and it's the simplest experience I've had so far in finding good microtonal sounds.

u/dimitars-dev — 4 days ago
▲ 10 r/Tape16

I like waiting for the tape to rewind

Just finished my first track with Tape-16, it's a bit like love at first sight :D

I feel like it brings a slower and steadier rhythm to my work flow. There are always moments of introspection while rewinding the tape. I like that, it reminds me that thoughtfulness is more important than being fast.

The rigidity of the tracks also kinda forces me to stay consistent with how an emotion is expressed through the whole piece. I like that too.

youtube.com
u/dimitars-dev — 7 days ago

Modding materials

I just finished the text guide, and there are now 3 types of resources that can help with modding:

I feel like this is a good place to start, share your thoughts if you have more ideas!

u/dimitars-dev — 10 days ago

The mod loader is ready!

The Steam "pre-release" branch of the game now has the ability to load mods. As promised, each aircraft can be added with just a 3D model and a config file, without needing any scripts.

There are 3 example aircraft in the install directory's mods folder that can be easily loaded in a 3D program and tinkered with. The linked 45 minute video goes through the whole process of making a mod from scratch. I will also make a short-form guide and a cheat sheet tomorrow.

Thanks for all the support! I'm curious what will come of this :D

youtube.com
u/dimitars-dev — 11 days ago

The new planes in action!

A quick sneak peak of the new base game aircraft as I'm wrapping up a streamlined system for adding planes into the game. No scripting will be needed.

I'll likely have version 2 pre-release up by mid August.

youtube.com
u/dimitars-dev — 17 days ago

Recorded acoustic guitar in my car, turned out great!

I have super noisy neighbours, so it's mostly impossible to record acoustic instruments without them joining in where I live. I have a setup where I use a Rode VideoMic Me-C+ with my guitar's pizeo, so I just scrap the microphone audio if not usable and I overlay piezo takes for stereo. I wanted to capture more of the instrument's soul though.

I was traveling with my car, so I decided to do some recordings inside. I was surprised how well it turned out. I feel like this is a setup that isn't mentioned often, and really if you already have a car, you just need a phone microphone and a guitar to do very decent recordings.

What's your opinion on that?

Also, here's my result if you're interested - https://www.youtube.com/watch?v=7lXfXpLXXEo
It's unmastered and I played without a metronome, so you can consider how much it can further improve.

u/dimitars-dev — 27 days ago
▲ 10 r/godot

Optimizing my Godot game for a 14 year old GPU

In this video I go through my process of using Godot's Profiler to measure performance improvements as I tweak the game after some low-spec players reported issues (one had a laptop GPU model released in 2012)

I'm not the biggest expert on rendering pipelines, but I got good player feedback on the result, so I decided to share, hoping it can maybe give somebody here some ideas.

I'm amazed by this engine's ability to run on old hardware.

youtube.com
u/dimitars-dev — 2 months ago

Low-spec game version

I have made some tweaks that should greatly improve performance and I've added them to a new pre-release version of the game in both Steam and Itch. For Itch, it's just a new zip file. For Steam:

  1. Right click Bush 1022 in your library
  2. Select Properties
  3. Go to Game Versions and Betas
  4. Pick pre-release

I hope this helps!

reddit.com
u/dimitars-dev — 2 months ago

Compete for Steam Gift Cards in Melon Rally's free demo

Hi everyone,

I'm the developer of Melon Rally, a game about beating time-attack challenges with a pick-up truck whose bed is full of loose melons.

The demo is free on Steam, and I'm currently running a challenge for 4 tracks in the game where:

  • Each individual level top time with no lost melons is rewarded a 10€ Steam gift card.
  • The fastest segmented run with no lost melons is rewarded a 20€ Steam gift card.

There's more information about submissions and rules in the Steam post: https://store.steampowered.com/news/app/4589340/view/702145613257509004

This is my run for context: https://youtu.be/aOe7Et0RYC8

Thanks, and good luck!

u/dimitars-dev — 2 months ago

Moving back to Windows was a huge mistake!

Around 2020 I switched to Linux for gaming, and it was overall great with Proton. 2024 I moved back to Windows to play some older games, but it was somehow worse... anyway, time went on, I was too lazy to switch back, had some other stuff in my life.

Fast forward to the last 6 months, I've somewhat spontaneously started a career as a solo game developer, and I have critical stuff to do everyday, so I can't really switch at the moment.

Windows 11 is the most evilly designed piece of garbage I've ever had to deal with. I'll just list some reasons why I've grown to loathe it and will never buy a Microsoft product ever again in my life:

  • When I start my computer, Microsoft's cloud services (that I don't need) are treated as a part of setup, that I can only postpone for 3 days at a time, and not permanently opt out of.
  • I was peddled some Copilot bullshit, that I neither need, nor I care about. This was some time ago though, I think I rage deleted some files, so it stopped showing.
  • There's an 80 GB discrepancy between shown SSD usage and actual folder sizes. I need 3rd party tools to analyze it... this $200 OS doesn't have anything other than the most basic disc utils.
  • I have constant high memory usage that doesn't show in the task manager.

I hate the inconsistency so much. I feel like any day I can be locked out of my computer at startup because I don't want to use Copilot and Azure. I can only hope and pray that I finish my work and have some time to breathe until then, so I can return to Linux.

I'd much rather deal with a kernel update that messes up my audio or broken Nvidia drivers than this garbage that was designed to be disruptive on purpose.

reddit.com
u/dimitars-dev — 2 months ago
▲ 11 r/lmms

Very quick car engine sound in LMMS

Using the built-in "shapes/micro.wav" sample.

I'll experiment with more samples and effects, this is not the final result I'm aiming for, but it's a great place to start that I wanted to share.

u/dimitars-dev — 2 months ago

Devlog: What's your opinion on scale?

So, some people mentioned that the aircraft feels slower compared to what they're used to in flight sims. That's because the plane is a bit bigger than a real one. This post's first picture shows how the regular landing gear looks when the body is shrunk down to the scale of a Cessna 172.

The story behind that

When I started working on this game, I wanted to avoid the toil of flight sims and to completely focus on the fun of flying, maneuvering, landing and exploring. I approached the whole game design this way and I didn't use reference materials.

For the 3D model, I drew a sketch that I really liked and I recreated the aesthetics in Blender. For the flight mechanics, I looked at how much a light bush plane weighs on Google and tweaked its other mechanical properties until it felt fun to fly.

I didn't pay attention to the scale of the 3D model. As it turns out, the wingspan is 50% larger than a Cessna 172's. Actually, in terms of dimensions, it's closer to a two engine prop like King Air 350. Yet its mechanics are based on a light bush plane's weight....

What is your opinion?

As I'm planning Steam Workshop integration and mod support, at some point I'll have to shrink the aircraft down so the game fits with other creators' builds. Should I preserve the original in some way? Should I even keep it as a default in somehow?

u/dimitars-dev — 2 months ago

Speedrun promo event considerations

I absolutely love speedruns and I'm thinking of organizing a prize challenge for one of my games during Steam Next Fest.

I'm a bit wary of cheating and scale though. If there are a lot of submissions, it will be very difficult to ensure that there are no splices, macros, etc.

Has anyone here organized such events? And even if you haven't, what do you think?

reddit.com
u/dimitars-dev — 3 months ago