Sprites are working! Lots of optimization to do, but it's progress.
There's a weird judder when the sprite's moving, I suspect it's because the update loop and draw loop are separate, I'll investigate later, maybe tomorrow.
So my game jam game is filled with programmer art and cuss words at this point but DANG LOOK AT THAT GAME PROCEDURALLY GENERATE LEVELS OMG #indiedev#gamedev#screenshotsaturday
In Unity, I liked creating my own editors to work with game data, scene object states, quick testing, etc. Today I tried similar possibilities in Unreal Engine. Editor Utility Widget it's a much more cool system, and with blueprint it's a whole other level of tool building #gamedev
Hi #rustlang#gamedev! I ran a quick survey last week examining the state of Rust Gamedev in 2024. There were 410 responses in five days: thanks a ton for all of your replies!
Most interesting bits to me were that 70% of respondents use Bevy, people seem generally happy with Rust, and that about 20% of respondents have commercial aspirations. Everyone hates compile times, wants engine features and tools for artists: useful to confirm but not news!
WORLD EXCLUSIVE: The STORY Trailer for Cozy Space Survivors! - It explains the deep and convoluted story which roughly reaches the complexity of a Dark Souls.
Prepare yourself for a CGI masterpiece which will blow off your hat: https://youtu.be/xjc1rI0paWc?si=PJCFBtkRMsxVnJGE
I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.
What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).
For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).
hi #gamedev if you are some kind of a review person or a content creator, please comment or dm me! i have a review key with your name on it, it's for my game coming out may 8th! it's a story based deckbuilder about labor! here's a picture to attract your attention
It's Star Wars Day once again, so with that in mind, here's a bit of minor Star Wars gaming history for the three people who might be still interested, haha - an interview I did with Jack Yarwood for Time Extension last year, about developing NES Star Wars for Lucasfilm/JVC back in the day.
I asked this in Godot Forums and got no answer so maybe someone in the fediverse knows. I am using node2D.DrawTextureRectRegion to draw my sprites. Currently all my textures are drawn using the same Node2D which is why I cannot flip the sprite by flipping the node. DrawTextureRectRegion has support for “transpose” but this only swaps the x and Y axis. Is there way to flip textures when using DrawTextureRectRegion without flipping the node? #godot#godotengine#gamedev
Finally got back into Eldritch 2 dev after almost a month of brain fog and minimal progress. Figured out a better structure for the overworld and dungeons, which finally unblocked some environment art tasks.
I think I've learned what I wanted to from building this "Hades Start Menu" style demo. Doesn't use any Hades assets for copyright reasons, but accomplishes all of the elements in it using bevy_ui.
Still some more to do on it re: timings and such but happy with the couple custom shaders I wrote and having exported 3d animations as sprites from blender, etc for this.