Is this an acceptable level of precision for a Unity exporter?
Is this an acceptable level of precision for a Unity exporter?
it's been a while since i posted about #gamedev stuff on here, but i've been back on my pixeling for #Addlemoth
did a bunch of work on the tileset animations and updated the player sprites, they look much nicer when the player is turning now. overall game just looks really good now.
In this short video, I discuss the origins of our studio, Doomlaser, going all the way back to my very first software release for the Classic Mac: Mr BagelButt
Schmoyoho, of Auto-Tune the News and the viral Bed Intruder song had this to say about it, in 2024:
"have searched for this for yearsโTHANK YOU, EL DORADO EXISTS AFTER ALL! ๐๐ซ๐ซก"
I also talk about the looming importance of local LLMs and other fun things
https://www.youtube.com/watch?v=gDvfKxK81XU
#gamedev #iphone #apple #indiedev #AI
KOOK: Retro FPS GameDev in Godot day 579: TODO Tuesday. Trying to fix more things than I break.
Finally got the dialogue system hooked up in my project. I'm using Dialogue Manager (a great addon I've used a few times before). For now it's the default bubble but I plan to go for a Paper Mario style, hence the line going down to the talking character.
To accomplish that I just add any character scenes to a "Character" group, and whenever a line of dialog changes, I do a get_tree().get_nodes_in_group("Character") to find that character. Then I can unproject their position to figure out where to draw the line.
Got a burst of available spoons in the evening so I made myself a bunch of nice little tools within Godot for my text adventure game, and as always, tools are a joy to make always, especially if they visualize something you've built.
(please don't mind the actual contents, it's all test stuff, even though that is playable)
My new character sprites in action! ๐คธโโ๏ธ โฝ
They're supposed to be unisex but I think they ended up looking more masc than fem :blobcatthinkingglare: maybe I can add hairstyles later, that should help a bunch
(Game is "Ballsy! League", playable demo out in a few months ๐ค)
Starting the skateshop blockout. It will be the initial spot for developing/integrating the skater customization system and the start of the story mode NPCs (and somewhere cool to hang out).
#GameDev #IndieDev #IndieGame #Skateboarding
My peers market their dating sims: "Here's the baddies you can add to your harem!"
Me: "Wanna date someone more broken than you?"
"No. Not in the Hot Way."
Windows 98 vibes spark my imagination and make me want games.
Dug up a Quake episode I started a long time ago. Back to work on it now!
#Quake #leveldesign #lowpoly #gamedev #trenchbroom
The last #Bevy Meetup recordings are up on YouTube now, if you missed the talks by Promethia or Periwink about Dependency Injection in Bevy and Netcode with lightyear head over to: https://www.youtube.com/playlist?list=PLbvvWoCXmXkKfEIlZyD7vYyBoR4JnowiT #rustlang #gamedev ๐ฆ๐ฎ @bevy
TIL what a tween component does. If you want more fine grained movement at every step, this helps you control animations at each step of the movement in kaplayjs
The NO ICE in Minnesota charity bundle on itch.io has already reached it's $100k goal and it's only been just over a day since it's went live. There is still a month left to get the bundle.
Please, if you haven't already, go pick it up, tell a friend, spread the word. It's $10 for over 1000 independently made projects made with love by the itch community and all the money going to a good cause.
3 of my games are in the bundle also, so you'd be getting my games Heavy Trucking (for the Playdate), You Donut Get It, and Parking Ticket Mayhem in your collection.
here's the link:
https://itch.io/b/3484/no-ice-in-minnesota
There is also links in the description of the bundle if you'd rather support the charities directly.
EDIT: they've upped the goal to $500,000.
#gaming #indiegaming #indie #noice #itchio #gamedev #videogames
Hey Folks!
We have a new post about our upcoming plans, plus a new Arena Mode beta for you to try!
https://store.steampowered.com/news/app/1022980/view/503975183931935158
In more Tensy news...
A while back I implemented some more proper controller support for the game (yay for SDL_Gamepad!), both with a virtual cursor controlled by the analog pad for navigating menus and a more precise cursor for the game board controlled using the D-Pad. I did this before the experimental 3DS port, it just happened to conveniently coincide with that.
Coming soon in a future update, whenever it will be released.
Last weekend I tried porting Tensy on the 3DS with the devkitpro's homebrew toolchain. It... runs, but not very well. SDL does not have an accelerated renderer on the 3DS, so it's using the software renderer which is rather slow, especially on underpowered hardware like this.
Ideally I would abstract the rendering in such a way that I could make a custom Citro2D renderer for the game but uh, the game does not look particularly great on the 240p screen either, so it might be a lot of work for something that would not end up particularly great anyway.