hell yeah btw your bluesky link on twitter is broken
hell yeah btw your bluesky link on twitter is broken
mobOS trailer - Fake OS & Internet Exploration Game
#gamedev #indiedev #gamemaker
omg i wasn't expecting to see Paradise Marsh when i clicked on this 💖
If you like feeling the freedom and possibility of open world games, but not the 80 hour run time — try these. They're fantastic open world indie games with playtimes of 2-14 hours.
it looks like it's supposed to play as satire but brother...
maybe don't?
Interesting that Steam allows on its store a game where the whole goal is to kill black people... 💀
Wait, Godot can do that?!
#godotengine #gamedev
Bestiary layout update
#godotengine #gamedev #wildcosmos
I hit the button ✅😭🐸
🚨BIG HOPS is OUT NOW🚨
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5
I made a free web tool to create gradients along svg paths ✨
With it, you can create masks to animate fancy curves in your games instead of doing it by hand 🐰
qaqelol.itch.io/svg-gradient
#Godot #GameDev #Silksong #HollowKnight #SVG
They want you to see this and unionize less. You may be next, etc etc, the fear.
But the lesson must be: Unionize MORE. One team, one department, one studio protected? Shut down. *Every* studio protected? They can't shut them all down (without trashing the shareholder value, their only KPI).
infuriated on behalf of my union siblings in Halifax over this, even moreso after the absurdly long history of struggle in Canada trying to get a union going within Ubisoft.
www.ign.com/articles/ubi...
final day of @scorespace.net game jam!
the game actually turned out quite fun even though I suck at it
literally sweating while playing
Also the music is such a bop!
#gamedev #indiegame
Angeline Era is OUT NOW!!!
🔍Every level hidden in plain sight…
🗺️… chart your own path through the world!
⚔️Tons of thrilling combat, mysterious places…
👼… and a soul-shattering story!
GET IT HERE!!
store.steampowered.com/app/2393920/...
mood
Two weeks to Angeline Era releasing! Been nervous about the release but very happy that testers are enjoying searching for levels across its overworlds, as well as the bumpslash combat and story!
store.steampowered.com/app/2393920/...
Hey @vine2d.bsky.social is there a way i can dm you? Twitter is busted and i'd like to pick your brain about something.
Announcing VISION QUENCH
Fight your way through a sprawling mega dungeon and uncover the truth with up to 3 other players online.
Wishlist now!!!!!! (Link in replies) ⬇️
#screenshotsaturday #gamedev #indiegame
if you're doing anything position based perhaps you'll need to turn on Custom Vertex Stream and send the "Center" variable to your shader ?
also, just tested the GPU performances of this tech rendered at 1920x 1080:
10 steps= 1.55ms , 25 steps = ~3.65ms , 50 steps =~6.5ms
This is pretty heavy although i'm sure this could be improved with some tweaks to my ray marching algorithm
damn! it does work. I'm so dumb. Welp anyway, i'll still post my other experiment tomorrow since i think it's still sturdier and more performant than screen space effects
Although, after writing all of this, I'm starting to realize that it might have been possible to solve this limitation by calculating the offset additively on the c# side and feeding it to the shader...
oh well! I might have to revisit this in the future!
This is when I hit a brick wall for like a full day and decided to scrap it all and start fresh with a new approach. New thread incoming...
If your camera can't be rotated, this issue can be entirely solved by offsetting the marched steps based off the cam world position.
However this technique creates a new problem because if you rotate the camera, the whole coordinate system needs to shift based off the current camera direction.
I got SO close to make it work but there's one big issue i just couldn't fix and it is world space stabilization.
Basically, since the effect is calculated in screen space, the rays just follow the camera instead of looking grounded in the world. You can better see the issue when depth fade is off.
Using the ray marched positions it's also possible to compare their depth and discard the pixels if something is in front. Also, by calculating the distance between the reconstructed world position, it's possible to create a depth fade effect when the beams intersect with the world.
The basic idea behind this technique is to create a plane in screen space perfectly parallel with the sun's angle while also facing the camera. Then, the shader can ray march forward by pushing the plane positions using the camera direction and sample the shadow map at the new positions.
This week, I experimented a lot and managed to create god rays for my game. Here's the result of one of the test I did before scraping it in favor of a different approach.
(I got like 95% of the way there but ended up facing issues i couldn't figure out how to solve)
I've added Open Graph meta tags to my website so now link cards should look nice :)
It works in steps but i implemented a way to assign specific tile types using the other chanels of the height texture. for example i can replace the type of a ledge to a slope and it'll run a specific bit of code puting down a ramp mesh. It's restrictive but i think it works for my specific needs.