An important doc page for experienced #gamedev folks / #Unity devs trying #GodotEngine for the first time: https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html
I want you to tell me about your game.
This is a passion project for you; I want to share that passion. What's going well? What isn't? What makes you excited about it?
When your game is out, tell people! What kind of game is it? What makes it fresh? I'm not a hard sell, but I need some reason (even a flimsy one!) to justify buying it.
Just like live music is better than recordings, it's 10x more fun to play a game when you know the dev. I love games - tell me about yours!
Godot Engine hits over 50K euros per month in funding https://www.gamingonlinux.com/2023/09/godot-engine-hits-over-50k-euros-per-month-in-funding/
Cleaning up facial expressions and time-based systems this week. 🧼 https://ko-fi.com/post/Himig-Preview-108-S6S3PI73X
Using larger camera FOV (80 degrees in the video, previously 60 degrees) would make height differences more visible and the terrain more "readable" but somehow it doesn't feel right.
In normal top-down game with flat ground I would go with very low FOV but that does not work here.
I could make it adjustable but I still need to pick a good default.
More pictures and details in this news on Steam:
Hey pssst! 🐍 Almost 2k subs on my devlog channel. Just saying in case someone likes gamedev videos. 😌
One week left to fill the 2023 IGDA Developer Satisfaction Survey! https://westernsocialscience.eu.qualtrics.com/jfe/form/SV_6xsiizy7CZKY9Ia
#gamedev #igda #crunch
Baby steps! Created a color picker with opacity control and saving colors to palette 🙌 (it will have also feature to save/load palettes from images 😎)
Next step: Pencil tool & drawing on canvas 🤗
Interesting how custom resources work in #Godot and how they make a lot of stuff much easier! I always used JSON files to store game data and then had to read the files from disk and parse them. Trust me, resources work much better and have a lot of features.
If you didn't use them yet, check them out in the official docs:
Of course, you can find also a lot of examples and tutorials online, since the official docs lack a bit of real examples.
14 hours remain! Submissions starting to roll in on the Discord, so congrats to everyone who gets to relax already!
I went to bed last night with one main outstanding code problem, slept on it, solved it immediately on waking up. So now I have half a day to pull everything together and make it look like some semblance of a game.
They're tempting us with the possibility of late submissions too though so, you know, we'll see 😆
Es werde (fake)-Licht 💡
Wie bekomme ich etwas, was so aussieht wie Licht, in eine 2D-Engine?
Genauso, wie es früher in den 3D-Engines gemacht wurde, mit "Lightmaps".
Dabei berechnet man zusätzlich zur eigentlichen Grafik noch eine zweite mit den Licht-Informationen. Beide werden dann miteinander multipliziert. Je dunkler ein Pixel in der Lightmap ist, desto dunkler ist der Pixel auch in der finalen Grafik. Und umgekehrt. Pixel in der Lightmap müssen auch nicht unbedingt weiss sein, sondern können jede Farbe annehmen, womit sich dann auch farbige Lichtquellen erstellen lassen.
Dass es in der #GeorgeDecker Engine funktioniert, habe ich schon ausprobiert. Im Prototyp hatte ich eine statische Lightmap mit dunklen Pixeln und einem hellen Rechteck in der Mitte. Siehe Testvideo bei YouTube. Natürlich kann das "Licht" am Ende jegliche Form annehmen, auch sanfte Helligkeitsverläufe.
Abgesehen von der technischen Herausforderung die Lightmap zu erstellen, muss es im Editor natürlich auch Möglichkeiten geben, Lichtquellen beliebig zu platzieren. Puh, das wird viel Arbeit...
This is the best comment I ever got on any of my games. Obviously i will deliver, and what school would ever ban itch?
From a tweet complaint
To a PR implementing the feature
In 2 days.
If you're going to be at Melbourne International Games Week, I'm going to be giving an in-person version of my #unrealengine workshop on Saturday 1st October. Lunch is provided and it's free to RSVP: https://unrealenginecplusplusworkshop.splashthat.com/ #gamedev
Wow, Unity seems to have done a complete about face in their licensing scheme. That's good. Seems a lot more transparent and balanced now.
And my biggest concern, the phone home, seems to be replaced by self-reporting (which I assume comes with the right to audit, which is fine).
Wait, I can just drag and drop a blend file into my resource folder for Godot and it just works?
Why is my #gamedev motivation only showing up when I have things to do 😩 why does my brain have to do me like this!!!
At least when everything's out of the way I should still have the motivation to start working on those projects again.
Thanks to @superblindman This game will be playable by Blind people! Forza Motorsport Accessibility Support – Forza Support https://support.forzamotorsport.net/hc/en-us/articles/20964254277267-Forza-Motorsport-Accessibility-Support https://support.forzamotorsport.net/hc/en-us/articles/20964254277267 #Gaming #GameDev
"Porting FSR 2 to OpenGL"
I’m always happy to chat privately about the places I have worked. #gamedev jobs are extremely about fit. What works for person A might not for Person B, what’s person A’s cake can be person B’s poison. Anyway, just making it a note here so feel free to ping me if your own network isn’t giving you that insight
"Raster is a bag of fakeness" is a very neat way to say "fuck your games because they don't help us sell GPUs" to devs who prefer to create stylized worlds that rely more on gameplay and conscious visuals to provide a fun experience.
Imagine being an art director and having to prepare for various kinds of AI GPU chips with AI frame generators: what will my game look like with this renderer or that renderer?
I have now performance tested a simple bullet hell physics system in Unity, Godot and Raylib. The premise is simple: I want a bunch of enemies on screen, converging towards the player while not clipping each other. These are the results. #Godot #Unity #Raylib #IndieDev #GameDev #Performance #Optimization 1/5
thanks to the continued wizardry of my teammates the UI I've been designing for The Price of Flight is getting implemented! Really excited about how it's all starting to come together
No I can't believe this is RPGMaker either
A really awesome add-on that I found on the Godot Asset Library (so you can install it directly from the editor), is "Rebuild C# Project On Focus".
It's a super simple addon that triggers a rebuild of the dotnet project when focus is restored and it detects a file change. It's incredibly similar to Unity's functionality and is a real time saver because I forget to rebuild all the time!
Happy #screenshotsaturday :steam:
You can now Wishlist Saga of Weil on Steam, right here:
My robot is sad.
It is sad because:
1. It had this annoying line hanging over its head all evening.
2. I jump down the rabbit hole and tried to find as many fixes as possible instead of just one.
And thus forgot to connect the sad little robot to it's programming menu so it can start moving again.
In early 1993, Commodore hadn't released hardware specs for the new AGA Amiga computers. So me and my game dev partners (known as 'Team Hoi' back then) decided to create a demo trilogy, using self-discovered AGA chipset features.
The second demo was called 'Mindwarp', and I still love to listen to our music composer Ramon Braumuller's 4-channel soundtrack.
More about our team can be found in the "Team Hoi game devs" section of https://linksta.cc/@seven
The first game I made in Unity was Bees 'n' Trees, I figured I'd remake it in Godot as my first game there as well.
I have just finished the final fixes and uploaded the Godot version to the itch.io page.
I would say it turned out better, but that's probably just cause I'm a more experienced dev as a whole now :P
Overall quite happy with Godot, though am yet to try anything involving 3D.
The Unity's new "softened" pricing and policy changes are NOT good enough and they don't fix anything.
The dreaded "runtime fee" stays!
The nuts CEO & board stays!
They got what they wanted.
They WILL do this again.
Self-reported install counts will still be a nightmare and I am sure Unity will track this silently anyway.
Unity already twice silently altered their ToS.
Another "pinky promise"? SUUURE.
Finish your Unity games, and never look back.
Do you make games? Have you ever made a game? Would you like to have your game included in the world's premier monthly alternative gaming anthology? (and get paid)
Submit it to Indiepocalypse! All games are welcome! No matter the subject, theme, gameplay, or even whether you made it yesterday or made it 10 years ago. (and "game" has a very loose definition around here)
#Unity has walked back their runtime fees, but the damage to the brand is already done. I'm sure developers will always have in the back of their heads "when will Unity try this again?" and not use Unity going forward.
Trust is hard to earn, easy to lose.
#unity updated the prices https://blog.unity.com/news/open-letter-on-runtime-fee #gamedev
2 pictures of original Final Fantasy 7 dev team, every workstation cost $70.000, Square purchased 200 of them. That's ~$14M just on workstations, game budget was ~40M. If you haven't read it, Final Fantasy 7 An oral history is a very interesting article https://www.polygon.com/a/final-fantasy-7 #gamedev
time for another iteration of #GodotHelpDesk 🙋
are you experienced with working with Godot, try and help out in this thread with answering some questions. 🙏
for more in-depth questions, i’ll try and solve them live on stream later today over at @watch ! 📽️
boosts appreciated!! ✨ #GameDev
the accumulation of all my dither post processing effect work... this is how the poem at the top of the mountain will be presented. as you walk around you get little pieces of narration.
it worked out perfect. changing how the person sees the world makes the words more impactful.
#GameDev #IndieDev #IndieGameDev #GameArt #Surrealism #Poetry #Writing #Art
Hi everyone. Something I'd like to open for discussion.
I am the head of community for Microsoft game dev. I just started in August, but I come to the table with decades of experience in community, social media, platforms, and gaming. One of the things I've inherited is a social strategy and community strategy that is entirely focused on Twitter as the primary source of community engagement. With Twitter melting down on a daily basis, it's my job to talk to game devs where we live, and I'm trying to see if Mastodon is a viable place to engage with the #gamedev community that is focused on Microsoft tools and Xbox. But, would a brand dev voice be welcome here? How would the gamedev community feel if myself, and my team, were on Mastodon helping foster and support and celebrate the game dev community that has fled Twitter?
Open to ideas and feedback, also open to being told "terrible place for this"
5 days to go! Go! Go! Go!
Wishlist Railgunners on steam!