Markus Koepke

@theghostronaut

Cinematographer moonlighting as IndieDev. Currently working on RELEVATING ⌨️ 💾

Lüneburg, Germany
Joined January 2016

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  1. Pinned Tweet
    Apr 23
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  2. 10 hours ago

    I can‘t believe I‘m finally able to say this: My first 3D game is DONE. Ready to play. Phew. I am equally happy and relieved I actually finished this. It was a fun – and tough! – process. Will release sometime this week on

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  3. Apr 23

    by is such a good read. Highly recommend for aspiring s. The parts that talk about indie studios feel like rewatching Indie Game: The Movie.

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  4. Apr 20

    It doesn‘t help that the codebase has become a giant pile of „how does this even run“ in the past few weeks. The amount of hackery I put into this project is ridiculous…

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  5. Apr 20

    I’m *THIS* close to being done with Relevating, my first larger (and first 3D) game. Just have to track down this one super weird and annoying audio bug 🤨

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  6. Apr 15

    I really need to get this game finished so I can get back to enjoy playing games 😅

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  7. Apr 9

    Spend the last two weeks finishing up the menu UI for my game. Gotta say, least favourite part of the whole process. Especially adding support for both mouse & gamepad was a pain …

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  8. Apr 7

    If there is one thing I’ve learned working with Unity, it‘s if there are weird unexplainable things happening, try building the game before wasting hours (days) hunting down bugs that only exist in the editor …

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  9. Mar 11

    Me: Well tonight I‘m gonna take a break from and just watch a show or something. Also me, 2 minutes later: On Twitter reading other people’s ER posts, wanting nothing but to get back into the game …

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  10. Mar 4

    Approaching 10 hours in with still no boss fought; think I will keep it that way for quite a while …

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  11. Mar 2

    Really looking forward to playing the new FAR game, I loved the first one. Just have to convince myself to not play Elden Ring for a bit 😅

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  12. Retweeted

    Hello everyone! I am competing with for funding & the comp has just started. A vote comes from the audience and I'd like to ask you to vote for me here: . Getting the funding will mean a lot to me as I can add more quality and speed to the project

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  13. Feb 8

    I really don’t know if I just keep using it wrong, but Github VC with Unity is just a pain to me. I feel like it actively wants me to not be able to revert a commit. It just keeps breaking stuff. Thankfully I can rely on TrueNas snapshot rollbacks to save me …

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  14. Feb 6

    Ah well, I guess I should actually just do that on the manager script as well. Have all the inputs run through that one place.

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  15. Feb 6

    It becomes weird when I need to do stuff like read a context value from an Input event in Update() like movement input — which I feel like makes more sense to do inside the actual script using it, in this case the player controller. So I’m referencing the manager script here too

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  16. Feb 6

    That way I can have, say, the “Climb” event call stuff on the Player Controller script as well as the camera script, all from that one place. I obviously need to create references to those scripts on the manager script, which is fine, but: …

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  17. Feb 6

    I created an “Input Manager” script that sits in an empty in my Hierarchy and creates an instance of the Input asset. In it I do all my event subscriptions and call/set stuff on individual scripts …

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  18. Feb 6

    I’m still trying to find the best approach for implementing the system though. Using c# events feels most convenient to me, but creating a reference to the Input asset on each script I need input handling on feels … weird? Currently I’m doing this:

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  19. Feb 6

    That being said, I fixed a weird bug that had been bugging me all weekend last night before going to bed … and I sure slept a lot better.

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  20. Feb 4

    Finally switched to Unity’s not-so-new input system yesterday. Took a bit of time to get everything to work, but overall a pretty smooth transition. It is just so much more convenient!

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