Passer de Unity à Unreal ça veut aussi dire : Ah merde faut changer ma carte graphique, l'UE5 il pompe à mort pour afficher une scène avec 3 cubes dans l'éditeur. Ma GTX 980 de 9 ans est à genoux alors qu'elle affiche que dalle.
please help octo! she needs to pay her monthly bills including rent, debt payments, and college expenses. she's struggling with parental abuse. anything helps!
after releasing my first game on steam, i should collect all of my games on itch.io, and make them as a collection with maybe a little more polish and with a selector menu to go between them and then sell that collection.
I got SO frustrated at one point at #amaze2024. There was a great panel about how we don't have control over the engines and tools we use. About how small, open source engines are the way to do that.
They lamented the closure of walled gardens like Flash (I fear for Dreams in a hopefully far future), and how much culture is lost to the whims of the market.
They mentioned the contradiction of user vs corporate interests. They mentioned open source as an example to follow.
Anyhow maybe I should do a little hyper talk about liberating your games at the next A MAZE.? It's an interesting discussion and there's so many myths and misunderstandings.
I've been interested in this for over a decade and I haven't seen the revolution I expected where indie games would be Libre and open source. And I think it's mostly due to misinformation.
I mentioned Pico-8 as an example. I LOVE the thing. And yet, isn't it susceptible to oblivion, being proprietary? Isn't it another walled garden that one day will close?
I guess those games published as HTML or binary will still be playable but how about the ones playable only through splore?
As long as we keep making games in proprietary walled gardens, those games, those engines, won't belong to us and could (and will) disappear.
There's also only 2 days left to get 35% off my itchio packs for my birthday week! I'm at 39% of my goal so it would mean a lot if you can support or share!
Y’all. We’re doing it. I took out all the test data, put in the Real Stuff, and I’m testing the full game. It’s fun! I also have a bug list as long as my arm now. #indiedev#gamedev#videogames#gaming#pixelart#vaporwave
Testing of a preliminary prototype of objects on water and an electrical anomaly. Just two months ago, I couldn't have imagined that I would be able to do that things... Unreal Engine 5 = incredible technologies
A lot of features with the editor this week but the main triumph is now all of the map layers are compiled when the game starts and a player character is spawned at a specified origin point.
All locations game-wide are in world coordinates now, all buildings and dungeons in the entire game will be on the same coordinate system, no transitions!
Getting more interesting now, though still not exactly perfect, but it's pretty neat to play with. It's quite heavy performance wise though, I'll have to see if I can get this down to a reasonable cost while retaining the fun.
Basic Biking, the odd little physics-based biking game I made, is now on Apple's Appstore and on Google Play :----) What a strange little creation it turned out!
I added some better investigation behaviour on top of his combat behaviour (which is also snappier now thanks to fixing some problems with my custom EQS bits). All implemented with Utility AI via SUSS https://youtu.be/9Nr6s760E7Q
I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game