7 ans de travail. Voici donc Dixy, un jeu archi classique qui, à la base devait me servir à m'initier au game design, au pixel art, etc... J'en ai finalement fait un jeu ! ❤️
Je viens tout juste de publier également l'OST du jeu (composée par mes petites mains d'amour 🥰✋). Si vous détestez le jeu mais que vous aimez la musique ou si vous aimez le jeu ET la soundtrack, n'hésitez pas à vous procurer l'album du jeu. 🙏❤️
Im currently working on trajectory systems and forgot what tan() does and I kinda am embarrassed about that. Also I'm awful at trigonometry apparently. Haven't thought about it in a couple decades!
And after a long day of math and shit posting, behold! Trajectory in my #godotengine project!
The fact they become mines cuz they don't actually collide with the ground is now a #feature, that I TOTALLY planned, and wanted to happen from the start.
Okay so I have a win screen, but I can't remember what I made it look like, so let me unhide it and oh okay past self real funny #indiedev#indiegamedev#gamedev
Testing of a preliminary prototype of objects on water and an electrical anomaly. Just two months ago, I couldn't have imagined that I would be able to do that things... Unreal Engine 5 = incredible technologies
Blargh! All day trying to figure out why an Area3D wouldn't register a hit on my GridMap in #godotengine and it turns out it was the Jolt Physics engine!
Gotta set a specific option in the project settings if you want that interaction!
Our two games are nominees for Kristal Piksel 2023 Awards!
Pawn of the Dead is nominated for Best Console Game. Its Switch port was released afterwards the Kristal Piksel 2021, hence it's nominated for Best Console Game this year.
Omniscient God is a narrative-focused sci-fi/horror game. Nominated for Best Narration award.
The first ranged enemy is coming along nicely in this #godotengine project! #limboai and #behaviortrees are powerful, but definitely take some learning to get good at.
I think I'm happy with the turning and firing of this monster, and the movement logic seems okay now.
The idle is a bit of a problem. I need seeing the player to break that, and right now it always waits 3 seconds.
If you have cool textures animation frames for Niagara effect in Unreal Engine, then you can make high-quality effects that require less resources than Niagara Fluids and look no worse. For example, they can be generated in Houdini