@alghost@mastodon.gamedev.place
@alghost@mastodon.gamedev.place avatar

alghost

@alghost@mastodon.gamedev.place

He/ him.
Game developer, musician and software engineer from Germany.
Currently working on Sunken Shadows, a 32bit FPS roguelike set in a ruined underwater city.
Focusing on Godot and UE5 development.
Interested in procedural generation, shaders, VFX & sandbox games.
I use Arch Linux and NeoVim btw.

:godot: :playdate: :vim: :linux: :blender: :aseprite: :krita: :gimp:

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mcc, to random
@mcc@mastodon.social avatar

Hello. My computer is not working. Can anyone give me some advice?

alghost,
@alghost@mastodon.gamedev.place avatar

@mcc have you tried turning it off and on again? 😅

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

We just released a major update for the demo of Sunken Shadows on Itch!

You can find the patch notes here and download it there as well: https://alghost.itch.io/sunken-shadows/devlog/693222/32bit-spring-cleaning-jam-2024-update

Main new additions are the coral reef biome, shops, upgrades, new enemies, improved boss fight, interactive tutorial and reworked UI.

And you can wishlist the game on Steam here: https://store.steampowered.com/app/2750120/Sunken_Shadows/

Let us know what you think of the new update! ✨

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

The game I've been working on for over a year now finally has a Steam page. We're still working on better versions for some of the art on it, but go wishlist it in case you are interested in first person roguelikes or PS1/ 32-bit graphics styles ✨

👇👇👇
https://store.steampowered.com/app/2750120/Sunken_Shadows/

alghost, to godot
@alghost@mastodon.gamedev.place avatar

We're looking for another Godot developer to join our team working on Sunken Shadows, a 32bit FPS roguelike currently in development. It would most likely be a revenue share.

We're close to releasing our first trailer and demo of the first two biomes in the game, and could use some help building out more game mechanics like more enemy AI, boss fights, player upgrades.

If you're interested in joining or know someone that might be, feel free to DM me!

alghost, to opensource
@alghost@mastodon.gamedev.place avatar

We just released our new jam game "Scales of the Golden Dragon". It's a small Metroidvania about collecting the scales of dragons to gain new abilities and get revenge.

You can play it in the browser or download it at https://alghost.itch.io/golden-dragon

Feel free to leave some feedback there or here, it's much appreciated

Ah, and did I mention it's ? You can get the code here if you want to find out how to make a metroidvania in https://github.com/lemilonkh/GameOff23

upmultimedia, to unity
@upmultimedia@mastodon.gamedev.place avatar

Hi 3D modellers, what's a good place to put models up for sale?

alghost,
@alghost@mastodon.gamedev.place avatar

@upmultimedia most assets I bought so far where from itch.io or from GumRoad. I'm not a 3D artist but I think they have relatively good conditions for selling.

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

Trying to learn from the SampleProject how to make my own (mini) map. To no avail so far. The result is always gigantic and I cannot find a way to scale it down properly.

alghost,
@alghost@mastodon.gamedev.place avatar

@pandoriafalls we're also using that as the base of our project (although for the GameOff jam).

I think the main point is to only render adjacent rooms, and render them as small pixel art rects instead of the full room of course.

Can you share a screenshot of the issue? Might help illuminate what's going on.

alghost, to godot
@alghost@mastodon.gamedev.place avatar

My team and I are participating in this year's Github Game off game jam. We had one of our artists drop out due to scheduling issues, so we're looking for a pixel artist to join our team.

We're working on a small metroidvania about collecting scales from dragons to gain new abilities. The team is currently 8 people.

If you're interested or know someone that might be, feel free to respond or DM me ✨

fell, to godot
@fell@ma.fellr.net avatar

I'm making slow but steady progress on my multiplayer dice roller with the ! I'm still not sure wheter I should make the grabbing and throwing using simple reparenting or physical contraints/joints. What you see in the video is using reparenting. I like it because there is way less latency. It feels more immediate.

I just need a nice way to cluster the dice nicely around the cursor instead of just keeping them at their relative distances, which involves a lot of math code I would like to avoid.

I want to use as many engine features as possible for maximum performance and least code to maintain.

A video of a video game showing four red twenty sided dice on a wooden surface and a mouse cursor interacting with them.

alghost,
@alghost@mastodon.gamedev.place avatar

@fell I think you could set the bodies to kinematic/ character mode to control them while they are being held by the mouse cursor. To position the dice around the cursor, you can do this:

var distance := 1.0
for i in dice.get_child_count():
var angle := i * 2 * PI / dice.get_child_count()
var pos := Vector3.FORWARD.rotated(Vector3.UP, angle) * distance
var die := dice.get_child(i)
die.set_position(pos)

This will basically create a regular polygon around the parent.

alghost,
@alghost@mastodon.gamedev.place avatar

@fell I see, that's tricky. You could define bounds and make sure not to move the dice outside of them (by setting them as top level and moving their positions manually).

Otherwise here people are suggesting to just set the linear velocity to the mouse velocity in _integrate_forces: https://ask.godotengine.org/3051/how-to-drag-a-physics-body-with-touch

Might be worth a try, and it means the body can't go through other bodies (e.g. the world bounds).

alghost,
@alghost@mastodon.gamedev.place avatar

@fell well I think if at all you would have to move it in _integrate_forces, but probably not by setting the position but rather setting the velocity so it moves towards the position. Less immediate, but this way you're actually using the physics engine and allow it to handle collisions.

Otherwise you just have a kinematic body with extra steps (which can be valid, but imo just set it to kinematic mode in that case and go back to dynamic mode when you release the dice).

alienmelon, to gamedev
@alienmelon@mastodon.social avatar

i got this beautiful hypercard style (dithery black and white low-fi looking...) post processing effect working!
i'm making parts of the world where certain poems show like you are walking through a hypercard... it's a beautiful effect!
~

Panning around a simple scene showing three different shapes (triangle, sphere, and cube) sitting on a plane. The scene is heavily dithered with only two colors (black and white).

alghost,
@alghost@mastodon.gamedev.place avatar

@alienmelon wow, that really reminds me of early Cyan games I played as a kid like Cosmic Osmo 😊✨

Great work! 👍

What error distribution function are you using for the dithering? Are you applying something like world space noise to keep it stable when rotating the camera?

raul_volp, to pixelart Portuguese

One of the biggest struggle that I have lately with Pixel art is the idea that I add to much texture to my scenarios, that they could be simpler and probably better, I dont know if this is imposter syndrome talking or me comparing to other artists, but I keep tweaking, trying to reach this goal.

image/png
image/png

alghost,
@alghost@mastodon.gamedev.place avatar

@raul_volp I think these look great! It probably depends on the scale the art is displayed at - the scaled down preview on a phone looks a little bit noisy, but if it's going to be a full screen PC game then having this level of detail is beautiful! ✨

paintedsky, to random
@paintedsky@mastodon.gamedev.place avatar

I'm toying with the idea of moving away from Notion into Obsidian.

First point of annoyance: Notion exports notes as Markdown (good) with the file creation/modified times IN the text itself, instead of as file metadata (bad).

So Obsidian thinks I made all these notes today, and I'll have to manually fix them all one-by-one.

🤬

alghost,
@alghost@mastodon.gamedev.place avatar

@paintedsky you could probably write a quick bash script that extracts the date and sets it as the file changed date?

The touch command allows you to set that with the -id flag.

Depends on how many files it is though 😅

britt, to random
@britt@mstdn.games avatar

So @Ginnso , it looks like Risk of Rain 2 is on sale for 50% off...

Mayyyyybe I should finally buy it?! haha

alghost,
@alghost@mastodon.gamedev.place avatar

@britt @Ginnso it's a lot of fun once you learn the possible teleporter locations in the stages 😅 Very interesting item interactions and character unlocks for sure

upmultimedia, (edited ) to gamedev
@upmultimedia@mastodon.gamedev.place avatar

When a weapon hits a target who should calculate the damage?

alghost,
@alghost@mastodon.gamedev.place avatar

@upmultimedia I would say target, since then you can do target specific calculations like resistances, invulnerability, knockback more easily without having a bunch of generic functionality everywhere you want to deal damage.

This if course depends on if every target in your game has the same damage responses and attributes like the above, which is usually not the case (or at least becomes the case when the game gets more complex).

piratepost, to internet

deleted_by_author

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  • alghost,
    @alghost@mastodon.gamedev.place avatar

    @piratepost So is it possible to create a post in a specific Lemmy community from a Mastodon account? If so, how do I do it? Do I need to tag the community or link it somehow in my post? For example if I wanted to post in this community: https://lemmy.ml/c/godot

    Happy to make a Lemmy account as well if that works better, but this kind of crossposting is interesting as the format you describe seems quite natural on Mastodon...

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

    Procedural trees and wind. Going against my intuition, I've made the trees "physically simulated".

    The trunk, branches and leaves are all attempting to align themselves with the wind vector, while simultaneously trying to reclaim their original position.

    Stiffness and other properties are modulated with a curve.

    Next up: Add more refined options for controlling growth, and try creating a few very different looking trees based on the same code.

    video/mp4

    alghost,
    @alghost@mastodon.gamedev.place avatar

    @SirLich This is super cool! I was looking to build a similar system for a project of mine (alien planet ecosystem simulator). Are you looking to make this into an addon, or is it meant for internal use in a game of yours?

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