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#GameDev

453 posts388 participants10 posts today
Ramón Wilhelm<p>Today, I'm going to try improving the Thumbleweed GUI in Temple of the Three Rules.</p><p>Not visually, but logically.</p><p>Well, actually not exactly, tbh. </p><p>I also wish I could redesign the dialog option, too.</p><p>I'm not a fan of the AGS Thumbleweed GUI.</p><p><a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiegamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiegamedev</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Perrin42<p>This is pretty cool - back in 2010 Stardock released a game called Elemental, and it was a disaster. A buggy, unfinished mess, and not to their usual standards. They're not shying away from that, and in fact they are remastering, rewriting, and rereleasing what they think the game should have been. It'll be interesting to see what comes of it.</p><p><a href="https://forums.elementalgame.com/536736/dev-journal-01---elemental-reforged" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">forums.elementalgame.com/53673</span><span class="invisible">6/dev-journal-01---elemental-reforged</span></a></p><p><a href="https://mastodon.social/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://mastodon.social/tags/Games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Games</span></a> <a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Pablo Garcia Garcia<p><a href="https://creators.social/tags/WIP" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WIP</span></a> <a href="https://creators.social/tags/Vikings" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vikings</span></a> <a href="https://creators.social/tags/Project" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Project</span></a> <a href="https://creators.social/tags/Wooden" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Wooden</span></a> <a href="https://creators.social/tags/Gold" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gold</span></a> and <a href="https://creators.social/tags/Silver" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Silver</span></a> Trim sheet, it is going to be useful to model small decorations made with <a href="https://creators.social/tags/Photoshop" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Photoshop</span></a> <a href="https://creators.social/tags/SubstancePainter" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SubstancePainter</span></a> and <a href="https://creators.social/tags/Maya" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Maya</span></a>. Also, implemented it on <a href="https://creators.social/tags/Unreal5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Unreal5</span></a>, more coming soon!</p><p><a href="https://creators.social/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> <a href="https://creators.social/tags/3dart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3dart</span></a> <a href="https://creators.social/tags/gameart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameart</span></a> <a href="https://creators.social/tags/lowpoly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lowpoly</span></a> <a href="https://creators.social/tags/realistic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>realistic</span></a> <a href="https://creators.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://creators.social/tags/pbr" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pbr</span></a> <a href="https://creators.social/tags/realistic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>realistic</span></a> <a href="https://creators.social/tags/enviorment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>enviorment</span></a> <a href="https://creators.social/tags/leveldesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>leveldesign</span></a> <a href="https://creators.social/tags/unrealengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unrealengine</span></a> <a href="https://creators.social/tags/videogame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogame</span></a> <a href="https://creators.social/tags/environment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>environment</span></a> <a href="https://creators.social/tags/decoration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>decoration</span></a> <a href="https://creators.social/tags/viking" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>viking</span></a></p>
LMHPOLY<p>Lantern <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Deus<p>🔻 The crosshair bleeds color — sky, flesh, stone — it knows what you aim to kill.<br>💉 Healthbars rise like ghosts when blood is promised.<br>The world watches when you draw your blade.<br><a href="https://mastodon.gamedev.place/tags/Zoxel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Zoxel</span></a> <a href="https://mastodon.gamedev.place/tags/VoxelRPG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VoxelRPG</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a></p>
Blender Dumbass ( J.Y.Amihud )<p>From: blenderdumbass . org</p><p>The multiplayer, or the lack there of, at the moment is so utterly broken and so lacking of being properly made that for a long time, I was just not bothering with it. Seeing it as something unnecessary. Something that does not need to be touched, because other things, like the...</p><p>Read or listen: <a href="https://blenderdumbass.org/articles/a_rant_about_making_a_multiplayer_game" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">blenderdumbass.org/articles/a_</span><span class="invisible">rant_about_making_a_multiplayer_game</span></a></p><p><a href="https://mastodon.online/tags/Gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gamedev</span></a> <a href="https://mastodon.online/tags/DanisRace" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DanisRace</span></a> <a href="https://mastodon.online/tags/Networking" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Networking</span></a> <a href="https://mastodon.online/tags/Multiplayer" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Multiplayer</span></a> <a href="https://mastodon.online/tags/TCP" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TCP</span></a> <a href="https://mastodon.online/tags/HTTP" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HTTP</span></a> <a href="https://mastodon.online/tags/Programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Programming</span></a> <a href="https://mastodon.online/tags/Python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Python</span></a> <a href="https://mastodon.online/tags/UPBGE" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UPBGE</span></a> <a href="https://mastodon.online/tags/Blender3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Blender3d</span></a> <a href="https://mastodon.online/tags/GNU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GNU</span></a> <a href="https://mastodon.online/tags/Linux" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Linux</span></a> <a href="https://mastodon.online/tags/GamingOnLinux" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GamingOnLinux</span></a> <a href="https://mastodon.online/tags/FreeSoftware" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FreeSoftware</span></a> <a href="https://mastodon.online/tags/OpenSource" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenSource</span></a></p>
jitspoe<p>KOOK: Retro FPS GameDev in Godot day 484: Tab Close Thursday. Last stream for a couple weeks.</p><p> <a href="https://twitch.tv/jitspoe" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">twitch.tv/jitspoe</span><span class="invisible"></span></a><br><a href="https://mastodon.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.social/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a></p>
Arvīds Kokins<p>pretty much every non-mainstream approach I've encountered so far has significant caveats as well</p><p>I intend one of my next projects to be an exploration of various less popular available options</p><p>the goal is to make something that doesn't look ancient and renders various typical environments (indoors and outdoors), retaining (and possibly enhancing) the key recognizable elements while attempting to avoid the work that doesn't meaningfully improve the outcome</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphics</span></a></p>
Arvīds Kokins<p>PBR ROI</p><p>deserves a longer write-up but I've been returning to it periodically and don't have "the solution" yet</p><p>observations:<br>- PBR maps often do not meaningfully contribute to the image<br>- PBR maps take a lot of time to create and need specialized tools/workflows<br>- realistic light source intensities are often a pain and need to be counterbalanced with adaptive exposure<br>- accurate reflections are complex and work/computation-intensive af<br>- BUT it looks nice when it works</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphics</span></a></p>
ghosttie<p>This looks interesting - render 3D models to pixel art</p><p><a href="https://github.com/bukkbeek/GodotPixelRenderer" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/bukkbeek/GodotPixel</span><span class="invisible">Renderer</span></a></p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a></p>
Arvīds Kokins<p>realized during dev that I could add switches for different PBR texture configs (MR/MS/SG) or even more than that</p><p>no need atm (or quite possibly in the future) but still nice</p><p>also realized I could make an equally configurable unlit multi-shader -but- would probably be best to create a special feature for exposing render states/bucket/order etc. as parameters first to avoid combinatorial silliness</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/enginedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>enginedev</span></a> <a href="https://mastodon.gamedev.place/tags/graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphics</span></a></p>
Rachel Wil Singh ~ Moos-a-dee<p>Something I don't understand about my <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> addiction that I've had my entire life is that... making comics, animations, music, etc. is never *quite as* satisfying as making a video game. I don't get that huge dopamine hit unless I'm coding and doing art/music for my game. WHY?</p>
Arvīds Kokins<p>a few days of work later, managed to:</p><p>1) integrate the previously mentioned variants into a single 8-variant multi-shader<br>2) see no rendering changes (apart from the things I broke by starting other changes previously and not having finished those)</p><p>8 on-edit pixel shader compilations serially at ~600ms each kinda suck though</p><p>a funny side effect of D3DCompile: unused constant buffer vars aren't auto-removed from the output, creating extra useless vertex shaders</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/enginedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>enginedev</span></a> <a href="https://mastodon.gamedev.place/tags/graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphics</span></a></p>
Trezy<p>⚠️ A NOTE ABOUT ITCH.IO ⚠️ Dear <a class="hashtag" rel="nofollow noopener" href="https://bsky.app/search?q=%23GameDev" target="_blank">#GameDev</a>: I'm not going to pretend I know all the details, or that I should be considered an expert, but we need to talk about this situation. 🧵 P.S. - Jump to the end of the thread for what you personally can do to help address the situation.</p>
SpielmannSpiel<p>Indie Game Developer</p><p><a href="https://mastodon.online/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.online/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.online/tags/indiegame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiegame</span></a></p>
Pikario :godot:<p>Putting props to Sam CtrlMan office, to you think of anything relevant to add? </p><p><a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://mastodon.gamedev.place/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Kaiern<p>// Here I Go(dot) Again</p><p><a href="https://kaigulliksen.com/here-i-godot-again/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">kaigulliksen.com/here-i-godot-</span><span class="invisible">again/</span></a></p><p>Just over a year ago, I wrote about how I was starting to learn the gameengine Godot and that I was wanting to try my hand at creating a few small games. Well, the fact is that back then I was not in the best place […]</p><p><a href="https://graphics.social/tags/BlogPost" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BlogPost</span></a> <a href="https://graphics.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p>
Chae Sirin<p>piano..? loop?? :psyduck: </p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.social/tags/gamemusic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamemusic</span></a></p>
Beldarak<p>Finished some code cleanup before the big stuff :</p><p>I'll replace some awful code by a State Machine as managing NPC behaviour has become a nightmare.</p><p>I was working on aggroed NPCs following you when you change Room and it will just won't cut it with the current code base.</p><p>I have more and more issues of NPC stopping and playing the wrong animations (like walking in place) and it's harder and harder to debug and follow why they do the stuff they do.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/myrne6313" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>myrne6313</span></a></p>
Proto<p>Totally normal IK pt2</p><p><a href="https://mastodon.gamedev.place/tags/furry" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>furry</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>