I was literally ranting to my sister we need to buy one a few hours ago
I was literally ranting to my sister we need to buy one a few hours ago
This looks amazing. How easily can you import sounds? Would be amazing if you could share around sound packs that can be imported for more options. What effects are you planning, reverb etc?
new horrible creature for player shrimps to krill. this thing is begging for death!
#gamedev #indiedev
Can I get in on this? ๐
"n64 graphics" games that have textures 4x the size
REAL SHRIMP FOOTAGE: ๐ฆ
STUPID rayquaza eel boss was NO MATCH for the FORBIDDEN SHRIMP JITSU TECHNIQUE...
#gamedev #indiedev #godot
For a sec I thought that was a really messed-up Ireland on the left ๐
Even if you had all the time in the world to perfect it from top to bottom, people would play the game and say it's far from perfect and needs changing.
Remember when every game was an Overwatch clone for a while?
Detailed! I love sketches like these for game ideas.
Ooh ๐
Awesome!
New loading screen! #gamedev
Whoa.
Lookin good.
I stayed up until 4am last night and woke up to this in my unity project.
I'm not sure if this quick time event makes sense but I'm proud of the parry sound effect. #gamedev
Awesome! You ever play Sky: CotL? Kinda reminds me of the player characters from that!
I've tried or attempts to port to Render Graph API have been successful. I'm not particularly versed in this side of rendering, so I'm pretty out of my depth here. (2/2)
What immediately breaks is `CS0619: 'ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)' is obsolete: 'Use RTHandle for colorAttachment'` and `CS0619: 'ScriptableRenderer.cameraColorTarget' is obsolete: 'Use cameraColorTargetHandle'`, but none of the fixes (1/2)
I think a lot of this is just frustration with their pace of updates. It's hard when you're making one of the biggest games in the world and need to test for many platforms, but Mojang also has dedicated community who would be only too happy to have added their work to the game officially.
Too mysterious! I have too many questions.
Stacking text shadows for 3D text. #gamedev
The gap between the object and outline is done by scaling the vertices in the shader (not ideal), and the wobble is done by adding noise to their screenspace position (so they only move horizontally and vertically, never away from the camera) and then a scrolling tiled screenspace "noise" texture.
I'd love a copy if you still have any! Been working recently on a jump flood based animated sketchy outline, but it broke in Unity 6 and I noticed Linework supports Unity 6.
Something I've been working on. #gamedev
This is so sick! I'm actually making something similar haha
Birthday Cake. 836 tris #gamedev
well I definitely don't do it the way you're "supposed" to do it, I just record them all as one big audio clip and then export segments of it as individual .ogg files ๐คซ
Whoa! I didn't even know it was out ๐ฑ been meaning to pick this up on itch!