This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Porting: FreeDesktop portal: Check for FileChooser and Settings interface availability instead of assuming its always available ( GH-101812 ). Porting: Implement get_length() for pipes ( GH-102365 ).
Maybe thats because the world geometry has put them into a perpetually-falling state so they dont have any control, or because theyve somehow clipped into a part of the level that should not be accessible. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
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. Stay tuned for updates in future Kristala dev blog issues. We can't wait to see what else he has in store.
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.
Watch the short clip below from our weekly podcast show where we break down the wins, risks, and big unanswered questions behind Supercells biggest year yet. Spark: The Brutal Bootcamp for Game Devs Supercell knows its new game development is too slow , so enter Spark , a high-stakes incubator designed to fix that.
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. ;).
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 ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.
However, the gaming experience can sometimes be ruined by various errors, one of which is the notorious Dev Error 12502. In this guide, we’ll explore what Dev Error 12502 is and provide you with reliable methods to get you back into the action as swiftly as possible. What is Dev Error 12502 in MW3? Update the game 2.
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Greetings, beautiful beings!
When I say procrastination, it may bring to mind images of someone watching cat videos or 1980s Arnold Schwarzenegger clips until 3 in the morning. The post 5 Questions to Beat Procrastination appeared first on Brandon the Game Dev. Procrastination has an undeserved bad reputation. This photo was taken by MTSOFan and posted to Flickr.
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. Level Design.
Hey wonderful folks on the Cocos Dev Team! We have some animations that are Cocos animation clips but also trigger spine animations from within… problem is, our animators can’t see the spine animation from within the animation editor, which makes syncing keyframes up with the spine animation a real pain.
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. Stay tuned to next month's dev blog issue for a look at the finished piece!
Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Physics: Optimized support function for large meshes ( GH-64382 ). Requires.NET SDK 6.0
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). Here's a little clip Allie snagged while making changes to these combat VFXs. Directional Dashes.
One of the big potential bug generators with any kind of game dev is when we take player control away from the player. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically.
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 other programming news, we recently added a new Gameplay Programmer, Rodrigo, to our game dev team.
Welcome back to another exciting issue of the Kristala Dev blog. In conjunction with our biweekly Patreon updates , the dev blog is the only place where you can get detailed access to all things Kristala. Hey there, gorgeous! We hope you enjoy this month's updates, and we appreciate you being here and supporting us along this journey.
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! 3D Environmental Design.
One of the big potential bug generators with any kind of game dev is when we take player control away from the player. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically. .
One of the big potential bug generators with any kind of game dev is when we take player control away from the player. We could let them clip through each other, but that often looks hideous. Further, there are potential griefing issues if players cannot clip through each other and decide to block off ladders physically. .
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer. Well, when we said many , we actually really meant most.
the ground is flat, there's enough space, there are no objects to clip through, etc.) Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ This means that, as long as the environment and conditions are conducive (e.g.
Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Physics: Optimized support function for large meshes ( GH-64382 ). Requires.NET SDK 6.0
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 was wondering if there is something going on with the vertex shader causing the webp files to not be properly converted to clip space… but I’m not sure if that would be the case since this problem only exists on ios and on chrome/firefox browsers… any ideas/help/information would be hugely appreciated by our studio!
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.
Initially I intended to have transitions and clips tied together, however after discussions with my mentor I decided it would be best if they are separate. The way it works now is the following: The user selects the active clip. That allows the user to have clips with different tempos.
See our previous showreel videos for examples of game clips that fit well in the showreel format: Submissions close on July 1st 2021 at 23:59 UTC! Deadline has been extended: Submissions close on July 5st 2021 at 23:59 UTC! Previous showreel videos.
SOVEREIGN MOON PRESENTS… How to Add Triggers and Switches Using Bolt (No-Code Game Dev). We could jump into our flow graph again and to make this really easy just search for “audio source” and “Play clip at point. All you have to do now is search for the audio clip you want to play and add it here. Read the Full Tutorial
See our previous showcase videos for examples of game clips that fit well in the showreel format: Submissions close on March 2! Core contributors will then vote a preselection of videos for the final showcase, to be published during GDC 2020.
The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped. Result is the sprite vertices in the -1 to +1 clip space coordinates. Multiply by 2. Substract (1, 1).
See our previous showreel videos for examples of game clips that fit well in the showreel format: 2021. Carefully read the submission guidelines on the About tab at the top (this includes more information about the video requirements). Submissions close on July 1st 2022 at 23:59 UTC! Previous showreel videos.
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. Demo clips of the progress so far. Student: Twarit Waikar ( IronicallySerious ).
2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. Custom shaders can be used with CanvasGroup to also apply effects like drop shadows or glows to a group of objects as a single one, greatly enhancing the flexibility of the 2D engine.
The class has options for looping and shuffling the clips, and can take up to 64 clips. This allows for accurate time keeping and seamless change in clips. Optionally a transition clip can also be used, which allows for a transitionary clip to be played in between the current and previous clip.
can cause self-clipping and other graphical weirdness. Since we have to accommodate all possibilities, there will likely be some interpenetration and clipping when that occurs, and some animations may end up looking screwed up.
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. I've prepared another cloak example in order to show the results that can be achieved with a bit more work!
What most game devs do is saturate the singleton pattern. Here we follow the single responsibility principle where we created the audio manager and gave it only one responsibility which is to play the audio clip that we pass to its PlaySound function. Even more software developers will say that. That’s it.
Region takes up more space, but allows drawing only parts of the image, clipping it, etc. This packs the used part of the image in a square region in the atlas, then this is referenced in an AtlasTexture. It also means that it can be batches. This mode is ideal for optimizing performance, as mentioned above.
With that done, the editor almost rendered correctly, except for some incorrect clipping. As written about in a past dev-blog, the Godot shader language got reworked completely for the 3.0 which got fixed shortly after this screenshot got taken). start work on shader compiler.
It does brute force clipping of triangles without relying on vertex IDs, or isolating edges to detect interior faces. Nothing was really meant for games. This led me to write a custom one for Godot, with focus exclusively on performance. The current implementation is really simple.
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. This is a clip of the Heider-Simmel animation. A narrative designer writes too, but our primary job is getting the whole game to tell the same story.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content