Let me remind you about my game #Hellrule.
😈 Simple but challenging · Unique visual style ☔
⚡100% free - No ads - No purchases⚡
· 🤖: play.google.com/store/apps/d...
· 🍏: apps.apple.com/app/id124065...
Sincerely high ratings appreciated! 😁
#GodotEngine#IndieGame
𝐕𝐮𝐞𝐥𝐯𝐞 𝐋𝐚 𝐏𝐫𝐢𝐬𝐢𝐨́𝐧, el primer 𝐌𝐌𝐎 𝐞𝐬𝐩𝐚𝐧̃𝐨𝐥, de la mano de sus autores, ahora renombrado a 𝐏𝐫𝐢𝐬𝐨𝐧 𝐋𝐞𝐠𝐚𝐜𝐲.
A partir de Noviembre en 𝐒𝐭𝐞𝐚𝐦, nos lo explican sus creadores en el podcast.
msdos.club/floppy-118-vue…
This room looks pretty much like they will look in the final game, 'A Doc in the Stark'. Lighting is dynamic. And this runs on a 486!
#retrogamedev#gamedev#indiedev#pointandclick#screenshotsaturday
Did you know I'm making a retro adventure game engine and a game on top of it? Soon, I'll release a little demo of the Legpain engine, also giving a taste of the future 'A Doc in the Stark' game. Made on and for MS-DOS, ported to modern systems.
Nice pseudoscripting.
#retrogamedev#gamedev#indiedev
Did you know I'm making a retro adventure game engine and a game on top of it? Soon, I'll release a little demo of the Legpain engine, also giving a taste of the future 'A Doc in the Stark' game. Made on and for MS-DOS, ported to modern systems.
Nice pseudoscripting.
#retrogamedev#gamedev#indiedev
From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.
My game for the @MsDOSClub contest, still in quite an early stage, running on an actual 486DX2@66! 🤩
(CRT👿)
I'm not sure about the teletype effect for this kind of game (kinda point'n'click adventure). What do you think?
#retrogamedev#gamedev#indiedev
We are delighted to announce that @w4games.com raised a $18m Series B led by Tencent, alongside a strategic partnership to grow our business and the worldwide adoption of #GodotEngine.
www.w4games.com/blog/w4-game...
To be traditional, I was even building on DOS. DJGPP is very slow there. 🐢 Now (still on RHIDE), the GCC.EXE invoked is a helper that proxies over to a script in WSL 2, that runs the native DJGPP. ⚡ Paths, stdout, etc. are adapted along the roundtrip.
#retrogamedev#gamedev
Dr. Homes is here again. Asset import pipeline perfected (better color matching + dithering, to give some "texture" and sense of detail even to very flat-lit scenes). Character controller improved (no partial steps + smooth rotation.) Frame rate will improve.
#retrogamedev#gamedev#indiedev
Let me introduce to you the one and only Dr. Homes!
Still in a placeholder room. Displayed in two different lighting environments. Around 15 fps on the target hardware (more than enough, by the way.)
#retrogamedev#gamedev#indiedev
Let me introduce to you the one and only Dr. Homes!
Still in a placeholder room. Displayed in two different lighting environments. Around 15 fps on the target hardware (more than enough, by the way.)
#retrogamedev#gamedev#indiedev
I want to keep the process very classic, so (given I can't model a proper human being) I've taken a model from a pack made for the good old 3D Studio for DOS (not MakeHuman, not even Poser).
Mind you, I'm rigging it myself for Bones Pro!
#retrogamedev#gamedev#indiedev
Our GodotCon Boston talk is now up as a blog post: how we doubled Vulkan frame rates on the Quest 3
Years of rendering work for Meta and Google, contributed upstream to Godot. Foveated rendering, multi-threaded rendering, spec constants, FP16, & content tips you can use today
tinyurl.com/fdhn437u
Progress! Keyboard handling, character pipeline, drawing and scaling. This is an unlit test room with a placeholder character, but the game will have some fancy lighting. Thing is, this is actually much more than a plain sprite. Stay tuned...
#retrogamedev#gamedev#indiedev
I'm very close to showing the character-in-lighting-environment I announced, but in the meantime I wanted to share quite an amusing piece of code.
#retrogamedev#gamedev#indiedev
Progress! Keyboard handling, character pipeline, drawing and scaling. This is an unlit test room with a placeholder character, but the game will have some fancy lighting. Thing is, this is actually much more than a plain sprite. Stay tuned...
#retrogamedev#gamedev#indiedev
So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.
Summertime, but you can still develop for DOS on DOS.
PS: I'm showing something new from my game for the @msdosclub.bsky.social contest soon.
#retrogamedev#gamedev#indiedev
The Foundation has been pragmatical and wise here. Idealism or moralism would have just been a play to the gallery or a pie in the sky. Sadly, AI is already moralized (until one day when it'll stop being so for most) and any speak about it will create sides.
For years we have been overwhelmed by the volume of code contributions we have to review, especially from new contributors.
AI has made the problem much worse.
That's why we are taking steps to reduce the burden on maintainers while still welcoming new contributors:
godotengine.org/article/cont...
Taking a look to see if some test character has been written out correctly to the custom format this game's engine will use. As a kid, I used to inspect data files of games, fascinated by them. Now I'm the sorcerer.
#retrogamedev#gamedev#indiedev
By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now.
#retrogamedev#gamedev#indiedev
By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now.
#retrogamedev#gamedev#indiedev
So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.
So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.
My GodotCon 26 talk recording is finally live!
The title is "Changing the Mood: Better Atmosphere for Godot Games" - but I think you can take something away even if you are not working in #GodotEngine#gamedev#indiedevwww.youtube.com/watch?v=7Vyi...
Estoy preparando algo muy especial para el concurso de programación de videojuegos de este año del @msdosclub.bsky.social. A ver si en el poco tiempo que puedo dedicar logro materializar mis ideas.
Amazing time at GodotCon. Got to experience the beautiful city of Amsterdam, learned a lot from the talks and even got a tour @studio.blender.org
As always, and especially coming from a remote part of the world, the core of these events is getting to know amazing people from different cultures.
Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way.
There's not much info about the RenderingServer online, so I wrote about it:
hexaquo.at/pages/using-...
Entering the cave level (draft) in #Hellrule.
💡Remember the game is already released on Google Play and the App Store. 100 % free, no ads, no purchases.
Levels (like the one depicted here under construction) are added in updates.
#godotengine#screenshotsaturday
He tenido el honor de ser entrevistado por Javi del @msdosclub.bsky.social para uno de sus episodios 'floppy'. Cuando veo mi nombre entre la lista de protagonistas de otras entrevistas, con tanta figura ilustrísima, no sé si me entra síndrome del impostor o qué, pero algo.
msdos.club/floppy-110-g...