119 lines later and i'm practically done?
left: input, right: output
Le nouveau billet de #veille du SED de l'Inria Saclay est en ligne:
→ https://https://sed.saclay.inria.fr/posts/Veille/2025-04-17.html
Devlog #2 - Pixel Survivor https://tef.itch.io/pixel-survivor/devlog/926462/devlog-2 #gamedev #indiedev #construct3 #devlog
#LifeDev #DevLog 23
* New Build: 3rd pass of the chapter 00.
Video https://youtu.be/7QuaFYXYKo4
Text https://jerobarraco.itch.io/lifedev/devlog/926191/devlog-23-050-chapter-00-pass-02
ItchIo https://jerobarraco.itch.io/lifedev
another example, this time we're enumerating the entire configuration space (this graph has 192 possible wave schedules) and quantifying it by a lifetime metric.
left: schedule optimized for shortest possible lifetime per node.
right: schedule de-optimized for longest possible lifetime per node.
Free Linear Space – space little animals, bugs, ants
https://dimalinkeng.blogspot.com/2025/04/free-linear-space-space-little-animals.html
#retrogame #retroprogramming #freebasic #space #galaxy #verticalshmup #spaceshooter #little animals #ant #insects #ufo #arcade #caterpillar #cocroach #spacefriends #linear #2dart #drawing #8bit #msx #msdos #16bit #gamedev #devlog
Hi everybody! I hope the previous episodes have piqued your interest and that you're motivated to learn more tricks for rendering a 3D scene in 2D shaders. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=LTZMg2L13Uk
Starting a new #gamedev #devlog thread for the third installment in my run at the 20 Games Challenge (https://20_games_challenge.gitlab.io/), you can see my previous activity under the #cr20gc tag.
This time I'm making my own take on Vampire Survivors in #godot!
Part 1 of the automation devlog is out now, showing how I implemented the sprinklers: youtu.be/yElUctgSySE
Part 2, which is all about the harvesting and planting machines, will be out in a week's time.
#gamedev #devlog
Automation Devlog Part 1 - Spr...
In last week's newsletter, I chronicle how we're trying to tackle making a commercially viable game. Read it now for free, in the Method: https://newtonarrative.com/news/the-method/
for years i've just let Scopes leak its memory, speculating that I'd eventually get around to add a compile time GC to it.
turns out I get around it for an elegant reason:
for offline caching, Scopes is getting the ability to serialize all its structures.
it will only compile one module per instantiated process, which blesses execution with the benefits of process isolation: a crash is locally recoverable.
so "GC" is simply this:
1. serialize
2. restart process
3. deserialize
Le nouveau billet de #veille du SED de l'Inria Saclay est en ligne:
→ https://sed.saclay.inria.fr/posts/Veille/2025-04-10.html
Lots more refactoring work in this #devlog. I've separated out a Nightmare System, created a HUD class for the UI, reworked the JSON data so that I could create 3 distinct levels to the game, and finally allowed the player to win the game. https://youtu.be/AEYyfzUlEb8 #indiedev #solodev #monogame #buildinpublic #girlswhocode
Encara que la #Fedijam ja hagi acabat (i guanyat, per cert
La última cosa que he afegit és el que en diuen #FogOfWar o boira de guerra. Bàsicament és que el mapa està covert per una boira (en el meu cas per núvolets cuquis) que es va escampant a mesura que hi passes pel mig, o que desbloqueges coses (en el meu cas, a l'entrar a una polis, per exemple).
Crec que ara començaré a fer un #DevLog abans d'oblidar-ho tot!
Another #devlog for my Calimoe #MonoGame library project. There's been a lot of refactoring work going on to get my basic sprites and other objects working consistently. I've also added the ability to draw 2D primitives, some basic text effects and a game clock class. https://youtu.be/LaPlfHwduK0 #gamedev #learntocode #buildinpublic
Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=Zhtrb6qTgv0
I've only been learning #gamedev for a few weeks and I'm looking to connect with others on a similar path. If you're an #indiedev — especially a #solodev — say hi! Bonus if you use #monogame, post regular #devlog updates, #buildinpublic, or a part of #WomenInTech community
In this #devlog I finally fixed that collision bug that I knew was lurking in there! I've added a game clock and added a simple night to day cycle and some sound effects which is making the game feel more alive. https://youtu.be/j4MDoskgjSc #gamedev indiedev #monogame
You can read the expanded dev-log with more info on game design on our Patreon;
https://www.patreon.com/posts/dev-log-5-0-and-125896694
(We're also working on updating the website so you can read the blog without going trough Patreon).