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Items tagged with: gamedev

Are northern-hemisphere winter release windows generally a bad idea for a small indie dev?
Feels like with a december release you're setting yourself up to compete with big holiday releases
Then there's this preconception of january as a dead month media wise, where getting any attention at all is rough
And with february "winter vibes" are already kinda on the decline

Would like to hear thoughts on this

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Mornin’! Today, I’m going to start learning to animate with Spine.

Are there any cool (I repeat: cool) Spine folks around here?

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Had a flash of inspiration for the design of the Royal Guard in Foxblade

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Illustration of an anthro canine character. He wears thick cloth shirt and pants, and over those a padded blue gambeson with half sleeves. Over the gambeson he wears a dark grey overcoat with the Empire's sigil (a crescent wrapped around a half sun). He has leather boots and gloves. A saber is sheathed at his hip. He wears a kepi of some sort on his head, bearing the same sigil as his overcoat.<br /><br />He has a sinister smirk on his face.
 
# Expo is setting up an # bundle to help them out with costs!

https://itch.io/jam/game-devs-of-color-support-bundle

Closes July 25th 2025 at 11:59 PM PST so get your submissions in!!!

They're honestly a great org, they pay their speakers (I've been a speaker!) and do a lot of great community work

This is for # # folks to be able contribute y'alls games, assets, zines, and so on too!

-- :gay_cactus:

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Pepper Odyssey has gained Audio Settings and customization options for the cursor! 🖱️🎚️

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Okay, it's out.

Lena is a handmade framework for making tiny games with palette graphics.

It's software-rendered, cross-platform and comes with constraints that challenge your creativity without limiting your game's size and scope. It comes with batteries-included palette graphics, some novel palette-blending and drawing effects, a simple audio interface, text rendering, and loaders and decoders for assets. It also compiles and runs on:

🪟 Windows (Native)
🍏 macOS (Native)
🐧 Linux (via SDL3)
😖 WebAssembly (Native)

The core functionality of Lena is implemented from scratch in almost exactly 2,000 lines of Odin, and while I designed it as a fun little game jam framework for myself, I hope it can also serve as an interesting learning tool for people looking to delve deeper into low-level system and engine programming for video games.

🕹️ https://github.com/lichendust/lena

I'm releasing this as a version v0.0.0 on GitHub right now, with the hope of getting some feedback before declaring a truly API-stable 1.0.0 release.

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https://goldstarknight.itch.io/chunky-pixel-font

Hey, here is a chunky pixel font I made that you can use in your game projects. It's great for displaying damage numbers and battle exclamations.

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Image with a colourful pixelart font that reads: CHUNKY PIXEL FONT WITH 6 DIFFERENT COLOURS
 
Sharing my first paid asset on itch! This is the cam controller I use in my own projects, been tinkering on it for a bit.

Third-person follow includes zoom, rotation, and a first-person freelook mode for admiring your environments.

Use it as is, or as a starting point to build upon as you see fit. Code is commented to assist such endeavors.

https://milkshakebattlecat.itch.io/easy-third-person-camera-with-first-person-zoom

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Image/photo
 
I'm really excited to be directing my first project at the Blender Studio 🤩
This time it's a little game with the
@godotengine

https://studio.blender.org/blog/announcing-project-dogwalk/

I'll share more info and updates soon! And of course there will be way more from the entire team on studio.blender.org.

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Shared some scripts I made recently for a simple AudioSource pool creator to get you BAM, SMASH, KAPOWing quickly. Best for UI sound effects and the like, if you don't need spatial audio it could be your only audio solution!

https://milkshakebattlecat.itch.io/easy-sound-effect-manager

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Image/photo
 
Hi #, # 's diner was one of my most liked sneak peeks and I finally managed to update the interior, too!

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Is it # already? Aw geez.

Name is Gabriel Lima, generalist artist, but most of the time doing pixel art for games. If you want to see more of my stuff, check out my links at https://www.tiopalada.art .

Also I am currently holding a sale for my game assets at my itch.io page!

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Colourful pixel art showcasing the Dragon Regalia UI assets, displaying a mockup skill tree with a LVL 12 red head fighter.
Colourful pixelart showing a village during the dawn where a fight is taking place. On the left side one can see a purple dressed cat mage, a bald black cleric, a red head fighter on her knees and a noble archer dodging an incoming attack. On the right side there are two battle hounds, a treant, a balding brigand with a huge axe and a slime queen. There is a river cutting through the village and everything is orange tinted.
 
Hello, #

I'm a 2D Concept artist / illustrator with experience in indie game dev. I mostly design environment/ props and mechanical work but I also dip into other things on the side.

More of my work at https://cara.app/typeproton

Feel free to contact me at typeproton.2022 (GMail) if you're interested. Thanks for looking!

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Digital painting of a Dragontrain speeding across yellow field.
Digital concept art painting of a clock tower racing track for a fan-project.
Digital fan-art of an surreal, angelic looking mecha.
Digital painting - cutaway interior view of a sci-fi meteor observation station.
 
Sketching menu ideas for my game

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Sketch of a factory
 
A # PSA today: if you've not come across soundimage.org you may want to! It's an enormous texture and music library maintained by our member Eric Matyas, and it contains thousands of texture images and soundtracks which are free to use in both free and commercial projects (he also offers paid services for custom music or non-attribution licenses, but mostly the site is donation funded).

Do make use of & support this fantastic resource!

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SoundImage.Org homepage, there is a piano faded with various landscapes as a banner image, and links to donate, to music and texture packs, and license and attribution info.
 
new post on patreon about the animation for the horse game! # 🐴 #

https://www.patreon.com/posts/animation-update-116631781
drawing of a horse with all white tack
 
I just tried out # ... And it's working surprisingly well and stable for me.

I thinking about making # mini vlogs and tutorials for this format. I hope federation starts soon so that the whole # can access the content there.

What are your thoughts about this?
 
In Times of Progress you can use steamships to deliver resources.

Routes are calculated automatically based on local industry needs and available deposits

# #
 
Perennial reminder that YOU, dear reader, could write for us! Our articles section is a diverse and eclectic array of pieces covering aspects of obscure and interesting # and #, # and #, advice for # and setting design, and other creative projects.

We offer small thank-you sized writing bursaries to those who need them, and a high quality editing process to make your article the best it can be.

All questions welcome! More details here:
https://exilian.co.uk/forum/index.php?topic=5373.msg116062#msg116062
 
Our first post on mastodon. 👋 We will post updates about our game Arcane TD here. Give it a try now on arcane-td.com
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Arcane TD in action
 
Looks like another flood of # refugees are incoming - Welcome! Time to reintroduce myself.

I'm Skoops, an # and # that actually frequently uses Mastodon even when your main app isn't self immolating.

I draw a lot of # and # type stuff, and occasionally other things!

@Curator #
A witch shows off her black market wares.
Danu squares up in the arena
Tchakka the guts witch (Left) and Tikki the bones witch (Right)
A vampire girl emerges from her thoroughly decorated coffin.
 
Did a quick stream where I made some decisions about how to pass style info from my dialogue files into the DOM with a good set of defaults to fall back on. I can also put html elements into the dialogue, which wasn't working before. Still need to figure out background styling, the frame graphic, and correct margins. # #
Runner leaning against an obelisk saying "Close. He told me they're "stored in a chamber" under Mt. Telos.
Girl saying these people... they dont give a _shit_ about me
 
I set up an action queue to have a clickable zone zoom in on a character, display a series of text boxes, and then zoom back out which will be a pretty common condition. Building this out I realized that the dialogue file, instead of just containing text, should itself be a sequence of actions to make camera movements between two characters without putting a lot of scripting in the scene file. # #
 
Here's a screenshot from the game engine, with better shading on the background but showing the clipping problem with the biker's right arm which should be in front but isn't along a polygon seam. (probably has something to do with the alpha mix settings?) # #
Screenshot of my game with the biker and the dog positioned sort of above the path with a graphics glitch on the biker's arm
 
On last night's office hours I took another pass on the linework but didn't get around to coloring and texturing because I was figuring a few process things out, including making sure the game doesn't crash if it fails to find a hotspot and setting up a camera to frame the biker nicely for the future. This is a screenshot from blender because I need to take another look at the way my shaders handle alpha to have the billboards show up correctly in the browser. Thanks for tuning in! # #
Blender screenshot of a gladiator walking a dog on a bike in front of some ruins
 
I put my sketch in blender and blocked out the bike. Next time I sit down with this I'll either work on the bike shaders or add more detail to the drawings. Thanks to everyone who joined me for another adventure game office hours. # # #
 
I put my sketch in blender and blocked out the bike. Next time I sit down with this I'll either work on the bike shaders or add more detail to the drawings. Thanks to everyone who joined me for another adventure game office hours. # # #
 
There's nothing more pleasant than when a body touches a bike. Sketched the guy, Did a lot to clarify the geometry of the bike, and now revisiting the guy. Join me @ https://www.twitch.tv/sublingualart # # #
Digital drawing of a guy riding a bike with an arm outstretched to hold a leash
 
There's nothing more pleasant than when a body touches a bike. Sketched the guy, Did a lot to clarify the geometry of the bike, and now revisiting the guy. Join me @ https://www.twitch.tv/sublingualart # # #
Digital drawing of a guy riding a bike with an arm outstretched to hold a leash
 
There's nothing more pleasant than when a body touches a bike. Sketched the guy, Did a lot to clarify the geometry of the bike, and now revisiting the guy. Join me @ https://www.twitch.tv/sublingualart # # #
Digital drawing of a guy riding a bike with an arm outstretched to hold a leash
 
There's nothing more pleasant than when a body touches a bike. Sketched the guy, Did a lot to clarify the geometry of the bike, and now revisiting the guy. Join me @ https://www.twitch.tv/sublingualart # # #
Digital drawing of a guy riding a bike with an arm outstretched to hold a leash
 
Combining different pan/rotation factors horizontally and vertically for the camera wiggler so that the player can't peek down into the mausoleum. # #
 
Combining different pan/rotation factors horizontally and vertically for the camera wiggler so that the player can't peek down into the mausoleum. # #
 
Right now it's all grey since I'm avoiding adding too many other materials and colors to use this scene to test some new shaders. # #
A grey hatched scene of a mausoleum entrance in front of a rotunda
 
Right now it's all grey since I'm avoiding adding too many other materials and colors to use this scene to test some new shaders. # #
A grey hatched scene of a mausoleum entrance in front of a rotunda
 
Starting with some pretty basic blocking for this piece of the mausoleum façade. # #
Bit of tomb geometry with flat square columns and thin arched windows
 
Wrapped up office hours with another Y-shaped grave, added AO and brought it into three.js. Thx to everyone who joined me! # # #
A pink grave with a y-shaped background in my hatched shader system
 
Three of my most recent models loaded into the game engine. # # #
A stylish gravestone in front of a sarcophagus in front of a round temple in a green field with a blue sky
 
Three of my most recent models loaded into the game engine. # # #
A stylish gravestone in front of a sarcophagus in front of a round temple in a green field with a blue sky
 
Modeled another grave for my adventure game.. Onto UV unwrapping & then I have a few more I want to start. # # #
3D model of a sarcophagus type thing with columns at the edges and a complicated roofline
 
Modeled another grave for my adventure game.. Onto UV unwrapping & then I have a few more I want to start. # # #
3D model of a sarcophagus type thing with columns at the edges and a complicated roofline
 
Modeled another grave for my adventure game.. Onto UV unwrapping & then I have a few more I want to start. # # #
3D model of a sarcophagus type thing with columns at the edges and a complicated roofline
 
Added the framework for dialogue boxes, just an extra div with text loaded from a json file specified in scene file and using the font I made for the godot version. Probably next I'll add the ability to click through and advance the dialogue before I style it more. # #
The graveyard scene from my adventure game with a white box and the text "This is a test dialogue"
 
Added the framework for dialogue boxes, just an extra div with text loaded from a json file specified in scene file and using the font I made for the godot version. Probably next I'll add the ability to click through and advance the dialogue before I style it more. # #
The graveyard scene from my adventure game with a white box and the text "This is a test dialogue"
 
Seems like firefox doesn't support directional arrows for cursors :( I'm probably going to swap the css cursors out for images at some point, until then I'll have to settle for the bidirectional arrows and the grabby hand # #
 
Brought the mausoleum into three.js bc I think I prefer the aliased look to eevee's renders. The only speedbump is generating AO maps and adjusting the shadow camera to cover new parts of the scene - since doing so lowers the resolution of the shadows it would probably be worth it to figure out how to also bake that into the AO map. # #
Screenshot of a busted  purple mausoleum in my adventure game hatching shader
 
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