April, 2022

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Overgrowth Open Source Announcement

Wolffire Blog

Open Source. We have worked on Overgrowth for 14 years. It is our longest running, ongoing project, and a massive reason why we have continued to work on the game is the fantastic fan response and following. Not only have people all over the globe continued to play and enjoy Overgrowth for years, but the community has had an enormous impact on the project as well.

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How to Use Kaboom.js to Make Video Games

Game Designing

Kaboom.js is one of the best Javascript platforms for beginners, allowing you to create fun and simple video games without requiring extensive coding knowledge. This article will discuss Kaboom.js in greater detail, who might be interested in creating a Kaboom game, and how you can create your very own Kaboom video game. What is Kaboom.js? Kaboom.js is a JavaScript library that allows you to create games quickly.

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Atari ST Programming: STOS Text Adventure Engine

Retro Game Coders

While so far in our STOS programming tutorial we looked at ST games with sprites and graphics , it is quite possible to have a fun game experience with only (or mostly) text, so let’s take a look at that. In Defense of Text Adventures. Usborne had probably the most famous adventure programming books. Many of us game nerds of a certain age will have grown up with at least an awareness of this game genre.

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Godot Sprint and User Meeting Barcelona June 2022

Mircosoft Game Dev

After a couple of years of online-only events, we are bringing back some in-person Godot events. More precisely, today we are announcing two events taking place at Barcelona: a Godot Sprint for contributors (June 2nd & 3rd) and a Godot User Meeting (June 4th). Both events will be free of charge. Please fill out this form if you intend to join any of the two events.

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Dev Diary #10 April 2022

Muha Games

Personal log: How are we doing so far? We’ve had a pleasantly surprising response to the beta announcement, and also just to us working on the remake. As such, we have seen a lot of new ‘faces’ on our community sites. With that in mind, I decided that this month’s… Continue reading.

Dev 52
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Elden Ring Is Fair and Just, Except When It Isn't

The Bottom Feeder

When you get stuck on a boss, you can summon naked weirdos to kill it for you. Really, how hard a game can it be? Elden Ring, by From Software, is a pretty big deal, so I had to play it. I just can’t sit back while everyone else grabs all the good Hot Takes. My Scorching Hot, Muy Caliente Take: It’s good. I beat it in 100 hours, killing all major bosses.

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New Video Series: Learn how to scale up your code with the power of clones

Hopscotch

There is a brand new four-part video series showing you how to harness the power of clones in Hopscotch! You’ll learn how to scale up your projects and build upon an epic Space Invaders game. Download Hopscotch today to try this out! The videos are available in the Clones unit in the “Learn” tab. You can code along while watching the videos in-app. You can also view them on our YouTube channel.

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Atari ST Graphics Programming with STOS BASIC

Retro Game Coders

So far in our STOS Programming Tutorial we have focused on text so now we should really exploit the graphical capabilities, STOS is a game programming language after all! Creating Your Pictures with Atari ST Drawing Apps. Back in the day there were a ton of Atari ST art packages but my personal favourites are Neo and Degas. I used to do my pixel art in Neo and general image editing in Degas.

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Dev snapshot: Godot 4.0 alpha 7

Mircosoft Game Dev

This new 4.0 alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). Be aware that during the alpha stage the engine is still not feature-complete or stable.

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Identifying Shader Limiters with the Shader Profiler in NVIDIA Nsight Graphics

Nvidia

UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler. UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler enables you to examine the most expensive shaders at each moment in your frame.

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Lazy Game Dev Kidnaps Brackeys

Awesome Tuts

Recently I promoted my Lazy Game Dev product and this is one of the emails I wrote for the promotion. A lot of people found it funny so I’m sharing it here for some entertainment. The email starts below the line. Just FYI the coupon code is expired. It’s the end of 2012 in Copenhagen city. A young, insignificant game dev named Asbjørn Thirslund is hurrying home to create his first tutorial for a YT channel he just started called Brackeys.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Coding camera angles for games and animation has been a pain … Until now. Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. What Is Unity Cinemachine? In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras.

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Going Mobile

The Art of the Game

Since I’m pretty much dedicated to being a game dev; I’ve realized that its a HUGE undertaking that can’t be done by one man alone. you spin me right round. Well. I *could* do it all myself, but my kids’d be graduating college and starting families of their own by the time I got anything finished. So I need ducats. Big time. So, I started to pursue funding – except to no one’s surprise; people just don’t hand out checks to random people saying, ‘Go

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Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

In the last part of this STOS BASIC Tutorial we loaded a sprite but it just sat there, let’s fix that … One of the ways that STOS BASIC helps us to build interactive programs and games is in the sprite movement features because they are not only easy, but they do their thing without our constant input. STOS checks and changes each sprite 50 times per second unless you tell it otherwise, and this happens on interrupts, independent of whatever your code is doing at the same time.

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How to make a Boom: Michael Bay

Filmustage

Give Michael Bay a bag of money to make a movie and he'll make several times as much. An action movie fanatic, a film critics' "favourite" and simply one of the highest-grossing directors of our time. Today we want to tell you about the controversial, but very interesting figure of Michael Bay. Disclaimer: our blog has no academic purpose behind it, because we are viewers just like you.

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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

We're getting closer to the Godot 3.5 stable release with a fourth beta snapshot! Like with 4.0 alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 stable.

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Game Writing Job Hunt Misconceptions

Game Design Aspect

In this video, game writer Sande Chen lists the top 5 game writing job hunt misconceptions she found during her research on job seekers wanting to break into the video game industry. Here is my presentation at the 2021 Southern Interactive Entertainment and Game Expo ( SIEGE ), the largest video game trade show in the South. In 2020 and 2021, I interviewed job seekers who were actively applying to jobs and internships in the video game industry.

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All Time Favorite MS DOS Games

Game Designing

DOS was the original operating system for early Windows-based systems. DOS stands for Disk Operating System but was replaced once Windows XP launched. DOS games were those developed under this operating system. While some of the best DOS games can bring you back to wonderful memories of your younger years, they also laid the foundation for what we see in the gaming world today.

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Return to Monkey Island!

Rampant Games

Not only are we getting a new Monkey Island game this year, but the original brains behind it himself, Ron Gilbert, is directly involved this time. Apparently. While it will not be the Monkey Island 3 he had in mind way back in the early 1990s, I’m very hopeful.

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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Now we can move sprites in STOS we need to put things together to see how we can actually begin creating playable games. Along the way we will look at some more new features and concepts so you can understand more of how STOS works versus programming languages and game engines you might be used to. Avoid the Monster. As our first example, let’s create a minimalist bad-guy avoidance game.

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Call for Papers: Game Global Summit: Berlin, July 11, 2022

Game Global

After two years of successful online events, Game Global is currently building the program for its next in-person summit. Game Global events are open to game developers, publishers, service providers, and any other stakeholders related to the video game industry. Our main purpose is to provide a safe and open space for localizers, designers, producers, testers, or anyone else in the gaming industry to share their endeavors, successes, practices, and research in a collaborative manner, with the g

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Mini compendium of indie games

Played with Fire

The video game market is an endless treasure trove. As game fans, we can choose from both big AAA productions and less known (but not always) indie productions. Even though most of us completely fall for the phenomenon of big-budget games, we sometimes forget that in order to create something amazing you don’t need huge resources, but only a good idea.

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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

Welcome to another Godot showcase interview! This time, we interviewed Leszek Nowak from 2DynamicGames about their latest release Lumencraft. Introduce yourself (or your studio) in a few sentences. My name is Leszek Nowak and I’m a part of independent studio 2Dynamic Games located in Kraków, Poland. We are a small team working on our first team project, Lumencraft, which is released as I'm writing this.

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Video Game Thoughts Bonus Bag #1

The Bottom Feeder

Trailer and official announcement coming soon. Alas, it has been a long time since I updated this blog. This is mainly because of doing a huge amount of development, bug fixing, and PR for our next game, Queen's Wish 2: The Tormentor. Elden Ring hasn't helped much either. I'll get into writing again soon, but for now a few stray thoughts. 1. Elden Ring is Undeniable Elden Ring is a huge success.

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We’re Looking For Someone To Make A Tactical Breach Wizards Trailer

Tom Francis

Update: the position’s been filled, thanks everyone! We’re looking for someone to make a roughly 2 minute trailer of Tactical Breach Wizards , preferably by the 9th of May. We have a new chapter of the game to show off, but we don’t want to do our usual in-depth talkthroughs because it would start to get spoilery. The game has pause, slowmo, level select and camera controls built in, and we’ll also provide you with the Unity project if you’re able to make use of tha

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Atari ST Programming: Getting Started with STOS BASIC

Retro Game Coders

Now we have our Hatari emulation environment set up and we have installed our initial Atari ST development tools, let’s write some STOS BASIC code. To help us out and save lots of googling, download the STOS manual here and I have uploaded a crunched PDF of the STOS reference card that came in my boxed copy. STOS BASIC Basics: Expanding on Hello World.

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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

These are 7 absolutely worst things you can do in your game dev project that will slow down your game, make it crash, not get you hired in a game studio, or get you fired if you work in one. So what are they? #1 – Never leave initialization functions in your script if you’re not using them e.g. if they’re empty. In Unity, that’s Awake and Start.

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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

Unreal Engine is an open and advanced real-time 3D creation platform. Evolving from its state-of-the-art use in game engines into a multitude of industries, Unreal Engine is an open and advanced real-time 3D creation platform. Evolving from its state-of-the-art use in game engines into a multitude of industries, creators can deliver cutting-edge content, interactive experiences, and immersive virtual worlds.

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Dev snapshot: Godot 4.0 alpha 6

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 6. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. There will likely be breaking changes between this release and the first beta release.

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The Pinto Overworld Demo is Here!

Yotes Games

Patrons & Backers, check your mail! ? The New 2022 Overworld Preview Demo is finally available on Itch.io! ? Just read the latest Backers Only post and you'll find the password to gain access: Download the Demo! Get Your Access Key!

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new Quake map: The Close And Holy Darkness

Radiator Blog

This post spoils what happens in my Quake map. If you care about that, play it first. I made another Quake map -- this one was for a map jam called Retro Jam 7 , where we all spent 2 weeks making level design homages to the greatest hits. The theme here was "Koohoo" or "The Castle of Koohoo" (2001) by Vondur. The theming felt very fresh for Quake at the time, taking notes (and maybe a few textures) from Unreal.

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Atari ST Programming: Cross-Development with Modern IDEs

Retro Game Coders

Previously we installed an Atari ST emulator and STOS/Pure C. Today, as well as looking at those, I want to show you a cross-development approach so you can use your modern desktop IDE but still run your compiled programs on the ST. STOS and Visual Studio Code Extension. There is a neat Visual Studio Code Extension for STOS that offers modern conveniences such as IntelliSense and syntax colour highlighting!

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Introducing Parameters: A Powerful Tool to Level Up Your Code

Hopscotch

Hopscotchers, this is a big one: you can now use parameters in your custom rules and custom abilities! Now you can write the code once and use it all over your project. A parameter is a variable that can be set to a different value each time a custom block is used. You can replace numbers and text in the code inside the custom block with parameters.

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Buried between meetings

Febucci

At the end of 2020 I told you that everything was going fine, and that as a new year resolution I would have liked to become more active and post many new things. However, if you browse through my blog you can easily notice that I posted zero stuff in 2021. What the #$@? happened? To put it in a few simple words: creating a prototype, pitching to publishers, contacting lawyers, forming a new team from scratch (from different parts of the world) and more… does indeed take time!

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Return to Monkey Island

Grumpy Gamer

I felt bad about the April Fools' joke so over the weekend I whipped up the game so no one was disappointed.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Sign up for their newsletter to be informed when the latest deconstruction drops. From our sponsor: Do you need funds to finish, release, or promote your game? If that’s the case, Xsolla Funding Club got you covered.

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Why I still use Unity

Radiator Blog

There's been some game dev twittering about Unity vs. Unreal lately. Why use Unity when Unreal is better? The basic consensus is that Unity's advantages have been crumbling for years, and its attempt to challenge Unreal on high-end graphics has meant neglect everywhere else. But if you want high-end then UE5 Nanite / Lumen is light years beyond Unity HDRP anyway?

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