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We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. We're officially in the final development crunch for the vertical slice demo of Kristala! WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Wait, wait, wait. clears throat*.
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. The Nisarga clan is the only clan that will be featured in the Kristala demo. Programming.
Hello, and welcome back to another issue of the Kristala game dev blog! Stay tuned at the end of this dev blog to get a peek at all the progress we've made on Kristala in the last 12 months. But first, let's dive into what the dev team has been up to over the course of the last sprint. 3D Asset Design. Level Design.
Welcome back to the Kristala dev blog! We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We're happy you're here. We promise. ;).
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). Welcome signage for The Dalamase, the level featured in our demo. In-tact and broken Amulets.
Welcome back to another magically entrancing issue of the Kristala dev blog. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold. Concept Art.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Hello, all you sweet beings and beautiful creatures! 3D Asset Design. Check it out!
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). What's new. If you're interested in an overview of what's new in Godot 4.0 Requires.NET SDK 6.0
Welcome back to another installment of the Kristala dev blog. Since we last met, we've been kicking dev for Kristala into high gear and we're super stoked to share everything we've been working on over the past month. In the Kristala demo, you'll play as the chosen warrior from the nature-loving Nisarga clan. 3D Asset Design.
Me and other Godot devs will be present at GDC 2018. For this, the idea is meeting with devs or decisionmakers within companies, so we can do a very short presentation with key points about the project, explain why Godot can be a suitable technology for their needs, and which clear advantages it has over similar, proprietary technologies.
I think I’d do a monologue style like Spalding Gray: Considering I’m probably not the best example case for how to be a solo dev, I think I could get more traction by telling amusing anecdotes about having a neurotic housecat or that time my kid projectile $#!+ on the curtains.
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). What’s new. If you’re interested in an overview of what’s new in Godot 4.0 Requires.NET SDK 6.0
I've used the Platformer Demo to create this demo, that you can downoload by clicking here , or from the Godot Asset Library. Almost done, just add the Player Kinematic Body to parent collision ignore of SoftBody to avoid clipping: Hit Play and (if it all went right) you will obtain the following result: Extra.
add simple C++ GDNative demo. add simple C++ GDNative demo. Because GDNative is a C API, the minimal example demo to see if things are actually working is implemented in C. The GDNative and NativeScript APIs are rather verbose, so many people seemed to wish for a simpler C++ demo. Done January 2018. improve C++ bindings.
Finally, I can show the current light mapper results in the Sponza demo: This image uses real-time direct lighting (regular Godot light nodes) and a light map for the indirect light bounces. The way it works now is the following: The user selects the active clip. That allows the user to have clips with different tempos.
Repositories: Godot's framework for VCS integration: Dev: [link]. The first is AudioStreamPlaylist , which is a class that enables the user to play multiple audio files in a sequence, switching between clips based on their tempo and length in bars. Democlips of the progress so far. Final (PR candidate): [link].
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