I think it's interesting that #PixelArt, #VoxelArt, and "#PSX-style" #retro 3D graphics have become such an intrinsic part of modern culture. People still use these art styles, especially in #gaming and #gamedev, and not just because they're efficient or easier to produce on a small budget.
Much like traditional forms of art like inkwash painting or totem poles, these styles of art have achieved legitimacy on their own merits because they're very good at conveying a specific aesthetic feel.
Surprising number of people in the #gamedev hashtag since the Musk hatedom started flooding into the Fediverse.
Any of y'all who are following me because of my gamedev toots go on and show some of the newbies some love. I'd love to be able to talk shop with more folks about this.
By teh way, guys, I just opened a Twitter account. Mostly to talk #gamedev stuff. You can follow me @MinigameMadman.
I feel like it's video game law that all classical platformers have to have their most memorable music on the first stage.
Super Mario Bros., Sonic the Hedgehog, Shovel Knight...
I mean, sure, the reason people remember those tunes so fondly is that people play those first stages over and over and over again, but that's all the more reason the first stage music has to be REALLY GOOD.
Happy #ScreenshotSaturday! It's been a while since I've had something to show y'all, but I've been working tirelessly on this little interactive adventure. I've learned a bunch about working with lighting and NPCs already, but I'm super excited for some of the stuff I have planned for this project.
So I was poking around in the #GodotEngine Discord like a nosy bastard and someone mentioned off-handedly that an oft-neglected aspect of #gamedev is project management: being able to set realistic goals and estimate time so you can see where you need to delegate or ask for help, that kind of thing.
I'm definitely weak there. Maybe I should take a course in that.
It's not very long, and you don't have to pay if you don't want to, so if you want to participate in the study you can download it at the link below and it will take you to a quick questionnaire.
Only available on Windows, sorry.
If you download an indie game for free and you end up enjoying it, consider sending a tip to the developer, if they take them. Just send what you think it's worth. Making a video game, even a very simple one, is very difficult and time-consuming. Be a part of making someone's dream come true.
When #godot creates shadows it will use vectors, which totally screws up the pixelated look of the game. For pixelated shadows what you want to do is set your ViewportContainer's Stretch property to true and then increase the Stretch Shrink property. This will reduce the resolution of everything inside the container, thus pixelating everything.
Doesn't seem to behave when resizing the window, though. See images.
Something I really dislike about the way the #GodotEngine works is that it has a bad habit of putting huge single-line blocks of data in its files. It's generally fine for user-facing purposes, but it makes source repo software like #git absolutely shit itself.
Because this is all being stored as one line, every time I modify this tile map and commit my changes, HUGE amounts of data have to be rewritten. I MIGHT be able to fix this by hand, but I shouldn't need to.
Working with tile maps in #GodotEngine is pretty funky. In this example, the "ground" tile randomly chooses between four different sprites as you draw them, but they update when an adjacent tile is updated, resulting in this weird behavior where the tiles change as I draw walls around them.
So you guys remember all that bitching I did about how many third-party software licenses there are in the #GodotEngine? I found out recently that the engine has functions which give you a comprehensive list of all the licenses that apply to any given configuration you might be using.
I wrote a (messy) script that parses & displays this information in human-readable format for a game I'm working on. Maybe I'll genericize it later.
Well I didn't get as much done as I wanted to today, but I did finish the Pitfall clone for Minigame Madness, or as it's now known "Get Across!"
Features four fun hazards and the return of our old friend, Indiana Jumpman!
Get it now for the web, Linux, Windows, or macOS!
Against my better judgement, I decided to start another #Roguelike project. This one required a different mapgen algorithm than normal, with rooms that are directly adjacent. I implemented this by recursively splitting rooms that are too large.
I haven't implemented doors yet because I'm still working on determining which rooms are adjacent. I'm still mulling over this one, which is why I haven't released the source yet.
Unfortunately I might have to veto it. Even though the platforming code is the same as in a previous minigame it doesn't work. I think it's because the assets are tiny. The window is 80x60 pixels
I pushed it to a branch on GitHub in case anyone wants a look:
I'm an aspiring #gamedev who occasionally pretends to be a writer. I believe very strongly in free software and the free market and oppose censorship in all its forms.
A instance dedicated - but not limited - to people with an interest in the GNU+Linux ecosystem and/or general tech. Sysadmins to enthusiasts, creators to movielovers - Welcome!