My "best 9" portfolio looks like five artistically inclined kobolds in a trenchcoat got together and started fighting over who got to upload pictures onto Cara.
Everyone else there is so consistent in their style and identity. I feel so outclassed :( I gotta get better, eh
Not only an OpenGL triangle, but also a proper GUI!
I now need some roadmap for moving PixelPerfectEngine first from SDL to iota, then from CPU to GPU rendering. Will be an interesting battle, especially when I need to limit myself to OpenGL 2.0.
Right, with couple of toots already out it's time for an #introduction!
We're the Middle Ages in Modern Games conference: we're a small independently run annual event that specialises in short-form, written papers on how medievalisms and medieval societies are used in modern games and gaming.
If that sounds good, do follow us and read along as we post links to our papers! Boosts on this welcome so we can find interested people.
I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal
This livestream will live on in the halls of Valhalla for eternity… or as long as YouTube is around.
Come join this #JetBrainsRider#Unity livestream and see how to improve your #gamedev workflows and build custom UIs for your designers with a few #csharp attributes thanks to #Odin.
clickyland by my friend Aran (part of Sokpop) is out on Steam now!! It's a really fun and very underpriced tower defense game / village builder where clicks are your main resource. Check it:
This project is turning two this month. More charitably maybe only 11 months of that have been spent actively developing and even then that is less than 20 hours a week.
Nonetheless it's hard to not beat myself up about what I have to show for two year's work. Especially when considering the mountain remaining.
I kind of felt like I was going fast and it'd be done soon but here we are two years later. So it goes for solo hobby dev it seems.
Still trying to make this UI pop a little. But, maybe this is too much? I'm quite undecided. Let me know what you think. #gamedev#madewithgodot#indiedev
I haven't drank alcohol for several years... The last time I drank 0-alc beer was six months ago. My wife and son went on vacation for a month and left me alone at home. Therefore, I will be a Troglodyte for a whole month, living in a cave and do #gamedev
On the left can of #beer it is written that it contains vitamins, the best format of taking vitamins... this is the most delicious non-alcoholic beer I have ever tasted
More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
Quick video of where my Berzerk-alike is at now. Be warned: Terrible placeholder audio might be loud, so maybe turn down the volume!
I know there's a dodgy wall collision in this vid, but tidy ups like that'll get sorted later.
I like the slow pace of it, which I didn't expect. It's very slow but it's still fun to play and quite exciting when you get caught up in it. I may end up making a separate, flashier, faster version eventually tho.. we'll see! https://youtu.be/MoRgdnJK8Ac#gamedev
I thought I was being really smart by using sockets on weapons to position melee attacks so that you can just trigger overlaps via anim notifies a little before potential impact, and if you make the overlap boxes big enough you get a nice directional element to attacks for cheap (good for making particles fly and directional knockback)
Reader, this does not work well under varying frame rate conditions. After this I'm definitely going to test the game with t.MaxFPS=20 more often 🤦♂️