gamedev Hot

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Gameplay design / Unreal Engine 5 / Niagara 📌

I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time

Maybe you have some ideas 👀 please write

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maxim,
@maxim@mastodon.gamedev.place avatar

Another option for lighting... Plants that emit fluorescent pollen at night. Sprayed pollen illuminates our path. We can also collect substances from plants and craft capsules with a similar effect

maxim,
@maxim@mastodon.gamedev.place avatar

Slime, thanks to which you can affect the physics of movement, as is done in the Portal game

britown, to gamedev
@britown@mastodon.gamedev.place avatar

Wisdom: Create all asset editors by hand from scratch. Learn how to write music and then create composition software for writing it. Use your own asset file format backed by your own code generated reflection. Use only single file header dependencies. Rasterize in software. Draw every pixel one at a time. Make your own Aseprite. Emulate 1980's graphics cards. Write your own Steam. Grow your own transistors. Raise a family of players. Become as a rock o'er the island mountains.

DevteamLife, to gamedev
@DevteamLife@mastodon.gamedev.place avatar

Pretty heavy!

AngryAnt,
@AngryAnt@mastodon.gamedev.place avatar

@DevteamLife Nice shader. I think we have frame budget for it on the credits screen.

YoSoyFreeman, to gamedev
@YoSoyFreeman@mastodon.gamedev.place avatar
Haijo7,
@Haijo7@snac.haijo.eu avatar

@YoSoyFreeman @greenmoonmoon I've never used raylib, but it looks somewhat similar to SDL.
I've made a few personal projects that use SDL with Physfs.
Physfs allows you to read archives, anything from .zip files to doom .wad files.
The author recommends using zip files as a balance between speed and size. It allows you to mount directories and archives, kind of like you'd do with a usb drive. These are then treated as isolated file systems, so say you were to add mod support (lua is another good recommendation), you can ensure mods can't read or write outside of the mounted archives or directories

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@Haijo7 @greenmoonmoon

I wish i will be as smart as you some day i'm just rendering text and pure pixels right now xD

More seriously, i like to learn by steps. I'm exporing the different ways of installing and creating projects, the examples, the cheatsheets... Nothing visually funny yet, but i'm having fun!

SDL is was i was going to pick, but somebody says Raylib was similar and more noob friendly, it took me 25 seconds to have a game running so i kept with it

JeremiahFieldhaven, to gamedev
@JeremiahFieldhaven@mastodon.gamedev.place avatar

Loading levels from JSON files is now working!

There are still a bunch of things that need to be added (for example, right now all the objects are using their default behaviour, rather than loading the settings from the JSON) but it actually bloody works.

This is a massive relief. It means all the levels made with the Unity version will work. Makes me hopeful I might be able to replicate the in-game level editor too!

Video showing the Unreal 5.3 editor open with the MainMenu level loaded. It has a handful of actors placed for lighting and atmosphre, but notably there's a BP_LevelBuilder actor. When simulation is started, lots of runtime-created actors are added to the scene forming a scene made up of glowing blocks floating above a distant, gridded landscape. A couple of turrets start to fire as the camera is moved around the scene.

psychicparrot42,
@psychicparrot42@mastodon.gamedev.place avatar

@JeremiahFieldhaven Oh nice thanks. Blueprints are amazing! Now I feel like I already have a headstart when I need to do this in the future! 👍👍

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@psychicparrot42 I was really on the fence about them to begin with. I did debate just going pure C++, but read enough to convince me to give Blueprints a go.

It's honestly shocked me how good they are. Sure, there is some weirdness sometimes, and I have had to dive into the source to work out things a few times, but I am really amazed at how decent the implementation is!

ciro, to gamedev
@ciro@mastodon.gamedev.place avatar

A new version of my asset Scene Notes, 1.1.0, has just been published! 📝

  • This update adds the ability to add comments to notes, for a simple conversation with teammates!
  • Notes now also display the author, and the created/modified date.

https://assetstore.unity.com/packages/tools/level-design/scene-notes-tasks-issues-annotations-275627

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seaside, to gamedev
@seaside@mastodon.gamedev.place avatar

Another rendering has it in for you. Do you believe in dreams?

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britown, to gamedev
@britown@mastodon.gamedev.place avatar

The way the enemy behavior works evaluates value and cost from resulting game state so enemies automatically attempt to utilize fire and ice hazards effectively without any additional code.

Combat is going to get very wacky. Using yourself as a curling stone will be an effective strategy 😅

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GameFromScratch, to gamedev
@GameFromScratch@mastodon.gamedev.place avatar

What game engine should I start with?

A good question since... you don't know what you don't know.

Obvious answers are , or .

IMHO there are better choices for beginners.
https://gamefromscratch.com/choosing-your-first-game-engine/

vintprox,
@vintprox@techhub.social avatar

@adriaan @GameFromScratch The solution: learn concepts, not just the engines.

GameFromScratch,
@GameFromScratch@mastodon.gamedev.place avatar

@adriaan It's a matter of HOW MUCH time.

You can literally learn these engines in hours to minutes, it's not a massive time sync. In a weekend you can learn the fundamentals of game development which will then making learning something like Unity much easier.

Its all about flattening the learning curve.

AlphaBetaGamer, to gamedev
@AlphaBetaGamer@mastodon.gamedev.place avatar

Meifumado - a brutal pixel art action RPG set in a post-apocalyptic Japan inspired open world!

Wishlist on Steam: https://store.steampowered.com/app/1954130/Meifumado/

by Old Bit Studio

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johanpeitz, to gamedev
@johanpeitz@mastodon.gamedev.place avatar

The satisfaction when you beat your own game after 94 tries...

#gamedev #pixelart

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strangething, to gamedev
@strangething@dice.camp avatar

Visual novels are a blight on the indy games scene. An awkward fusion of game and fiction that degrades both art forms. No fiction is improved by reading it one line at a time, over a static image.

The problem is when VN authors branch out into other games. The medium teaches bad habits. The verbosity, limited choices, and tell-don't-show design always glare.

iohanna, to gamedev
@iohanna@mastodon.gamedev.place avatar

Now streaming the development of my RPG + Base Builder game! ⚔️🤖⚒️

Another week of project maintenance and UI revamp! Can't wait to get back to developing new stuff, but this really needs to get done.

Come join me!

https://www.twitch.tv/sorcerystory

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ctietze,
@ctietze@mastodon.social avatar

@iohanna That looks sweet

mrlparker, to gamedev
@mrlparker@mastodon.gamedev.place avatar

🚨 ITCH SALE IS STILL ON🚨

My move is confirmed and my sale is still on!

All my games are 50% off!
Go and buy them!

https://itch.io/s/122499/moving-sale

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Wireframe material... maybe it will be part of the gameplay after scanning the objects in the scene

#gamedev #UnrealEngine #vfx

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maxim,
@maxim@mastodon.gamedev.place avatar

The technique of this is simple, the wireframe parameter must be enabled for the material. Copy the object on the scene and associate with this material. This logic can be programmed by the blueprint... Maybe there is an even simpler way... For the effect, you need two objects on the scene, a normal one and one with wireframe material, which is possibly a drawback

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