I have a crafts channel on makertube.net already but would prefer to spread myself around in case one server goes down. Also tbh I'm not even sure devlogs would count as "making" anyway.
Tried the instance finder on the PT homepage but it's pretty useless so if anyone knows where is stable and welcomes this kind of content I'd appreciate it! Thanks.
I'm starting to write a game design document for a new game, I'll keep all the details under wraps until the first gameplay, but I'll show the intermediate results in the devlog. So far I can say that it will be 3D, about craft, sci-fi, in a setting similar to Aliens and The Expanse
In Unity there is Script Execution Order settings, I have never used it. Are you?
In the Erra: Exordium, the internal architecture was constantly overgrown with new features and even changed several times. And so at the end of the project, a precedent appeared - to call to initialize the object after everything was loaded and the player object appeared dynamically. Unexpectedly!
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Why do the citizens of your city make the decisions they do, and how does that affect traffic simulation? In today's Feature Highlights, we go over the improved Traffic AI.
#gameDev#devLog - spent the day trying to knock out the game's core gameplay. Unfortunately got tripped up by Godot4's pathfinding - for some reason the NavigationAgent2D module kept trying to path right through walls. #godotengine
Repeat : Return : Revise is an #interactiveFiction game made in #godotEngine using @inklestudios's Ink markup language. I spent a week figuring out how to use the plug-in because I don't know how to code in C#, and also managed to get the story written.
Art? Sounds? Proofreading? Who has time for that? Not this guy, I aim to make a game every week. This one was about time loops!
Here's a wall of text... at least it's colorized! This is the output of Log.pr(...args), my #godot pretty-printer - in this case, it's logging data when my tests run, showing some heuristics about every puzzle in #DotHop (while also making sure they all can be solved).
My next #devLog will cover the implementation of the pretty-printer, stay tuned for that on Friday!
So, I've gotten a ton of questions about @rfparty on iOS. And the short answer is that Apple won't allow cyber security tools on the App Store. See the blog post linked.
It costs a lot to get iOS out the door(need an OS X box, a modern iPhone and dev license ~$2k+), but it's really not a ton of engineering work to actually port rfparty to iOS. It should be easy, but current app store rules are lame.
Finally I managed to conquer some of the functions of the Nintendo Switch API. I spent many hours just trying...
I've lost count of how many times I've changed a small piece of code and uploaded a build to the switch. Each iteration is a > 5 minute wait to check a 1-line edit
I finally tested the main mechanics of the hero. And since I don't play nintendo, my brain can't adapt my fingers to those little buttons
Traffic AI I Feature Highlights #2 I Cities: Skylines II (www.youtube.com)
Why do the citizens of your city make the decisions they do, and how does that affect traffic simulation? In today's Feature Highlights, we go over the improved Traffic AI.