Sat.Aug 04, 2018 - Fri.Aug 10, 2018

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5 Things I Wish I Knew About Law & Tax Before Kickstarting My Board Game

Brand Game Development

Few things are more confusing than taxes and laws. As if they weren’t complicated enough to begin with, they also differ dramatically by country, region, and city. I’m fortunate enough to say that when I made War Co. , nothing completely broadsided me during the development process when in came to tax and law. There were, however, some nasty surprises and memorable tax bills that I’d rather have been prepared for.

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Soft Body in Godot 3.1

Mircosoft Game Dev

Soft body support has finally arrived! It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a Soft Ball and a Cloak. At the end you will find a video with a more advanced cloak implementation and the relevant project. Soft Ball. To create a Soft Ball is to add a SoftBody node and add a mesh to it, in this case I used a sphere maded in Blender (I used a custom mesh because the sphere created dynamically by God

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Grumpy Gamer

A Freddi Fish image mashup I thought I'd never see.

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Designer Notes Interview, Part 1

Sirlin

Almost two and a half years ago, Soren Johnson did a long, in-depth interview with me and he just released the first part of it. It covers most of my career, including work on Street Fighter HD Remix, Puzzle Fighter, almost Street Fighter 4, Yomi, Codex, and FantasyStrike. We talk a lot about game design too, such as the difference between a player's perspective and a designer's, as well as what "depth" does or doesn't mean.

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CI

Grumpy Gamer

Last month (maybe longer) I wrote about one of the top three production mistakes we made in Thimbleweed Park. Today like like to talk about the second one. Just to be clear, these are production mistakes, not design or programming mistakes (although sometimes the line is blurry). The first one was not integrating FMOD into my engine. As I wrote, it was a Penny Wise and Pound Foolish decision.

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Skeleton Inverse Kinematic - Godot 3.1

Mircosoft Game Dev

This blog post is an announcement that 3D IK support was merged to the upcoming 3.1 branch. Thanks to a new node, SkeletonIK, it is possible to procedurally change a skeleton pose! Check this explanatory video where you can learn how to use it: The project shown in the video can be downloaded from the following link. Thanks to these two guys who made the rifles.

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Grumpy Gamer

Grumpy Gamer announces that Alex Jones has been banned from this site.

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