Working on SUPERHOTROIDS for a bit, trying to implement a real-time replay like in the original game
Working on SUPERHOTROIDS for a bit, trying to implement a real-time replay like in the original game
YouTube is just mocking me now.
There are already 3 gazxillin "Make an FPS" .
Do I have to make my own "Make a 3d Colony Sim/RTS" tube?
**cries into keyboard**
Microsoft: Thanks for Building the AI. You’re Fired.
200 King game devs (Candy Crush) let go after training their AI replacement.
Adding in some enemies to the forest area and testing out their hit detection
#gamedev #indiegame
#coding #dev #indiedev #unreal #madewithunreal #gaming #videogames #gameplay #3d #blender3d #UnreaEngine5 #animation #shader #nature #coding #conceptart
How far in advance should I announce a release date? What about sending review copies?
(I feel hideously presumptuous sending out review keys, but I guess it is a thing that is done)
Another #PixelArt daily done! :) The watcher's glade.
You can grab the full-quality versions (for free) here: https://ko-fi.com/i/IB0B31I8HAZ
ENJOY!
#programming #simulation (technically, an #objectOriented #simulation of an #ontology )
https://screwlisp.small-web.org/lispgames/LCKR-running-the-simulation/
Last of my scrappy #gamedev where I spend more attention on introducing pieces of infrastructure for the first time than anything else.
Anyway, the simulation game is seen being both accessed and having commands sent to it from outside; the state-of-the-world is retrieved, and rendered (rendered in the sense of unicode characters being printed.
Tomorrow, more game-y.
#gamedev frens, my brain refuses to work and I need your help.
So I have a Rigidbody that movies in a certain direction and a force that should attract it. That I can do with apply_central_force(). But how would I best go to cancel the velocity the body already has that doesn't "line up" with the attraction vector? Of course I can just overwrite the Rigidbody velocity with the attraction vector, but I'd ideally dampen the original movement naturally.
Y2ROLL is OUT NOW!!!
10% off until 25 July!
I've worked on this game for about 2.5 years now, and I hope you all enjoy!
It was a good night; I was able to fix serious bugs, and now we are back to a more playable version, moving us closer to release.
The major change from the demo is that I'm implementing a game mode. The player can choose between Isometric and Oblique views.
Open Game Project with Blender and Godot - they share their workflow and code. It’s always amazing to see what opensource projects can do: https://studio.blender.org/blog/our-workflow-with-blender-and-godot/
#gamedev #indiedev
I’ve been focusing on #GameDev a lot recently, because it’s fun, challenging, and makes me feel good.
I realize I haven’t published anything on WeDistribute in over a month, but I’ve really needed this break. I promise, new stuff is coming. Doing news coverage nonstop can really burn me out.
Hey Folks!
The "Hot Venus Summer" update is now live!
https://store.steampowered.com/news/app/1022980/view/503956879291973811
Oh my god, what the fuck happened?!
For some reason, the GLTF export from Blender just mangles this MakeHuman model. It seems to think that the base mesh is a totally different character?! #GameDev
#GameDevsOfColor Expo is setting up an #itchio 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 #ally #indieDev folks to be able contribute y'alls games, assets, zines, and so on too!
--
Prototyping boss fights for Solitomb this week
Very WIP sketch, but already plays quite well - whooping the demon's butt feels *so* nice after it's been harassing me throughout the entire run!
Next step: make the mechanics readable to people who aren't me!
(next next step: make it look nice!)