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Kickstarter is big, flashy, and exciting. New creators tend to see it as the one big goal to achieve before reaching success. Everything would be just right if you could just hit that goal… Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators. That’s just not the case. The truth is that unless a Kickstarter is a total blockbuster, you won’t raise enough to print the game, pay your living expenses, and buy plane tickets
And this bold statement is not (only) marketing speak, the winner of GitHub Game Off 2017 was indeed a Godot-made game by Securas, Daemon vs Demon. The 2018 edition of the month-long jam focusing on free and open source game development tools is about to start again on November 1st. Check the details on itch.io: Game Off 2018. Edit: The Game Off 2018 theme is HYBRID !
We just put a new feature in Fantasy Strike that’s notable because it’s never been done before. There are now visual effects on every hit that show if you recover first, or if your opponent does. The bigger the magnitude of the effects, the longer you (or your opponent) has to act before the other player. The concept of who recovers first after a move hits or is blocked is called “frame advantage” in fighting games.
These next two pieces have a lot in common. Both are fairly serious criticisms of the ludic and narrative handling of some elements of the game. These pieces call out the game’s allusions to political Realism, the problem of the.
Two years ago I did a small utility to help with Vulkan (SPIR-V) shader compression: SMOL-V (see blog post or github repo). It is used by Unity, and looks like also used by some non-Unity projects as well (if you use it, let me know! always interesting to see where it ends up at). Then I remembered the github issue where SPIR-V compression was discussed at.
I have a scary Halloween story to tell you… I was running into a bug in my new compiler where large ints where loosing precision. After tracing through my compiler’s C++ code for about an hour trying to catch the spot, I came to this function: int intConstValue() { return _type == kFloat ? _float : _int; } It took me a bit of starring and then it hit.
Kickstarter campaigns are rapidly becoming the primary means of sales for many board game creators. Even alone, Kickstarter campaigns can be very lucrative, but there is potential to do more afterward. Even if you can’t get your game into physical stores, you can always set up shop online, whether through Amazon or through your own site. Need help on your board game?
Kickstarter campaigns are rapidly becoming the primary means of sales for many board game creators. Even alone, Kickstarter campaigns can be very lucrative, but there is potential to do more afterward. Even if you can’t get your game into physical stores, you can always set up shop online, whether through Amazon or through your own site. Need help on your board game?
Incoming transmission from our awesome community members and Godot Wild Jam hosts at Stern Flowers about the Godot Wild Jam October: With roughly 170 participants and 31 games submitted, the second Godot Wild Jam was a huge success! We bestowed our winners, DeltaKey and Sklaiser, with the title of Godot Wildling for the next month. We hope someone out there reading this will design a proper crown for them.
Almost two and a half years ago, Soren Johnson did a long, in-depth interview with me and he just released the second part of it (both parts linked below). Part 2 covers the beginnings of Fantasy Strike, Yomi strategy including what to do on the first turn, a little about Pandante’s updated version, Puzzle Strike’s emphasis on player interaction, Puzzle Strike and Codex’s solution to free-for-all games, and the toughest design problems in making Codex.
Moving into the middle the pack, the two pieces that occupy fifth and sixth on my list are very different from one another. One, a thoughtful analysis of the game, and the other a meta-analysis of the early reception of.
Introduction and index of this series is here. When I originally played with the Unity Burst compiler in “Part 3: C#, Unity, Burst”, I just did the simplest possible “get C# working, get it working on Burst” thing and left it there. Later on in “Part 10: Update C#" I updated it to use Structure-of-Arrays data layout for scene objects, and that was about it.
I’m looking for a good bug database for games and it’s been a struggle. We used FogBugz on Thimbleweed Park, and it was OK, but a little clunky and not very “modern” Like a lot of commercial bug databases, they added lots of trendy project management features that distracted from it just being a good bug database. I’m sure some people like this stuff, but I just want a simple modern bug database.
I have a scary Halloween story to tell you. I was running into a bug in my new compiler where large ints where loosing precision. After tracing through my compiler's C++ code for about an hour trying to catch the spot, I came to this function: int intConstValue() { return _type == kFloat ? _float : _int; }. It took me a bit of starring and then it hit.
I'm looking for a good bug database for games and it's been a struggle. We used FogBugz on Thimbleweed Park, and it was OK, but a little clunky and not very "modern". Like a lot of commercial bug databases, they added lots of trendy project management features that distracted from it just being a good bug database. I'm sure some people like this stuff, but I just want a simple modern bug database.
While the GodotCon in Poznań is ongoing ( Livestream here! ), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam. Conveniently starting right after GodotCon, the second iteration of their monthly community jam already has lots of signups on itch.io - and because we always love community members stepping up to create things for others to enjoy, we encourage you to join them and have fun!
Update: Watch the GodotCon Livestream here. As announced a few weeks back , we're organizing a Godot Convention ( GodotCon ) in Poznań, Poland, on 10 & 11 October 2018. The organizers of the Game Industry Conference (which is also in Poznań just after GodotCon) are letting us use their great venue, and it will be a great opportunity to get together with Godot users and core developers (our lead dev Juan Linietsky is coming from Argentina).
Last year, I was invited to present Godot 3 at a few venues in France: Making good presentations takes a lot of time, and I felt fellow teachers and in the community could reuse this one. As Godot has an international community, we would need to translate the slides and to use a technology that would allow us to improve it over time. Traditional slideshow programs are not designed for that, so they were out of the question.
October arrived, and with it one of the great community events of the FOSS year, the Hacktoberfest ! This event co-organized by Digital Ocean and GitHub has simple rules: contribute 5 pull requests to open source projects on GitHub, and you will get a cool T-shirt (plus eternal recognition from project maintainers and internal fame in many communities, or something close to that ;)).
The bottom four of my Top 10 represent a pretty diverse set of posts, taken from across a fairly long period of time - including one of the oldest, as well as one of the most recent. #10 - an.
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