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I posted before over my frustrations with Microsoft Azure taking so long to do a Windows+Mac build. The frustration reached a boiling point last week when for no reason the Windows build started generating compile errors in stdlib headers. I reverted back to the last build that compiled but the errors continued. I’ve got to assume something changed in the Azure Windows VM, but there was no mention of it.
While development keeps going at full speed towards Godot 4.0 (see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), a lot of work is also being done on the 3.2 branch for the upcoming Godot 3.2.4. This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features.
Welcome back to the fantasy, friends! You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. If this is your first time joining us, we're super happy to have you! Kristala is the inaugural title from the leading ladies behind Astral Clocktower Studios, a female-owned-and-operated indie games studio based in Central PA, USA.
Gordon Rowe. This guest post is written by Gordon Rowe , an experienced product leader that has spent 10 years building and operating free to play games on mobile, web, and consoles. It’s 2:02 pm on a Friday and I’ve got a lot of work to do. Yet I can’t stop thinking about EverMerge. It’s the last thing I do before I sleep, and the first thing I check when I wake up.
It is with great excitement that we announce that the Godot Engine project is receiving support funded by a grant from Facebook Reality Labs to further the development of Virtual Reality (VR) features within Godot. Godot is a not-for-profit free and open source game engine which aims at empowering all users in their 2D and 3D game development projects.
In this article, Sande Chen reports on the use of educational live-action online games (LAOG), a variant of educational LARPs. During the pandemic lockdown, it was impossible to play Live Action Role-Playing games (LARPs) that require face-to-face contact. LARP designers like Isabella Negri were forced to consider how LARPs could be played in an online-only setting.
There is somewhat of a trope in technology that suggests changes to monitoring systems are not necessarily held to the same high standard as changes to other, often more complex or revenue-generating, systems and services. The reality is that monitoring systems are complicated beasts, and should not be taken for granted; nor should we be complacent when making changes to what is still a production system.
There is somewhat of a trope in technology that suggests changes to monitoring systems are not necessarily held to the same high standard as changes to other, often more complex or revenue-generating, systems and services. The reality is that monitoring systems are complicated beasts, and should not be taken for granted; nor should we be complacent when making changes to what is still a production system.
We are proud to announce the official Godot showcase is making a return after 3 years of absence! The new showcase focuses on high-quality, published projects but also features a few projects that had successful crowdfunding campaigns. We're thrilled to be able to finally showcase the most amazing projects from the Godot community on our website. Thanks to all the developers involved for letting us use their work to promote the engine.
Concept Art World. Lynn Hye Ryoung Yang. Lynn Hye Ryoung Yang is a freelance concept artist and matte painter working in the entertainment industry. She attended the Art Center College of Design and has since worked for companies such as Adhesive Games, Rhythm and Hues, Rethink Attractions, Scribble Pads Studio and Attack FX. Recently, she opened her own outsourcing company based in the Los Angeles Area that provides visual consultation services and art direction.
I’ve spent some time looking at various texture compression formats and libraries (the ones meant for GPUs, i.e. “ASTC, BC7” kind, not the “PNG, JPG” kind). Here’s a fully incomprehensible chart to set the stage (click for a semi-interactive page): If your reaction is “whoa what is this mess?!”, that’s good.
Hi there! It’s been a while since I last updated you about my game, so before you start getting worried , here’s a quick post to tell you it’s all going well!!! Why no updates? I didn’t share new updates for multiple reasons, some were intentional and some were not. A new type of game. This platformer is different from “standard” ones and many development rules don’t work here, either them being game design, programming, and art.
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