January, 2019

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4 Lessons from Sagrada for Aspiring Board Game Designers

Brand Game Development

Sagrada is one of my recent favorite board games. It is fundamentally a pretty simple game, but it has a lot of really endearing qualities. First and foremost, it’s absolutely gorgeous to look at. The dice are bright and pretty, as are the puzzle boards on which you build stained glass arrangements of dice. It’s ultimately a puzzle game, but a very attractive one with some subtle elements that arise from it being a nearly perfect information game where players draw from the same draf

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GDquest Kickstarter Stretch Goals, Free Tutorials and Demos

Mircosoft Game Dev

Our new Godot course Kickstarter campaign was funded in less than four days! Thank you kindly for your support. :). Since then, we kept working hard on: Game creation tutorials. Godot demos. Free tools. More on that below. We're looking to fund three stretch goals to bring more content to everyone. But first, let's briefly talk about 3d in Godot. 3d tutorials.

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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask. In this section we will be making the mini map and then using a mask to shape our mini map into something more appealing then a big oblong on the screen. Full Unity 2D Game Tutorial 2019 – Making Minor Modifications. Before we start with the mini map we’re going to increase the size of our ships as they are quite small and can be difficult to see on smaller screens.

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time-trace: timeline / flame chart profiler for Clang

The Astronauts

Update: this has landed to LLVM/Clang mainline! So if all goes well, Clang 9.0 should contain this functionality. The upstreaming commit landed on 2019 March 30; thanks Anton Afanasyev for doing the work of landing it! I wanted Clang to emit timeline (“flame chart”) style profiling info on where it spends time. So I made it do that. What kind of compiler profiler I want?

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Flappy Fart – The Best Flappy Bird Clone In History

Sunday Sundae

Play my first ever completed Unity project right here in your browser! Made it a few years back, enjoy! :). The post Flappy Fart – The Best Flappy Bird Clone In History appeared first on Sunday Sundae.

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AtG Weekly Update #4 – Asymmetry, Factions, and Victory

Jon Shafer

Welcome to the fourth pre-launch weekly AtG update! Every Sunday afternoon a new article will go up, and each week will have its own theme. This past week our theme was asymmetry, and you can follow along with future (or past) daily updates on Twitter. You can also check out previous weekly updates on the AtG website. … Continue reading AtG Weekly Update #4 – Asymmetry, Factions, and Victory.

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Schedule for GodotCon 2019 in Brussels

Mircosoft Game Dev

January is coming to an end, and we're about to have great Godot events in the coming days in Brussels , Belgium, with the Godot Sprint (for contributors), FOSDEM (for thousands of free software users and developers) and our biggest GodotCon so far (for everyone!). If you missed our previous announcements , see the Events page for details. You can still register and join us at either event :).

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Finally!

Grumpy Gamer

This always annoyed me. I'm not only glad it annoyed someone else, but glad they decided to make video about it. I feel like I can put years of annoyance to rest now.

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Investigating compile times, and Clang -ftime-report

The Astronauts

TL;DR: if you want to use -ftime-report Clang flag to help you figure out where or why your code is slow to compile… it’s not very helpful for that. But! In the next post we’ll try to do something about it :) Need for build time investigation tools Depending on how your large your codebase is, and how it is structured, C++ compilation times may or might not be an issue for you.

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My Week

Tom Francis

This year I’ve started tracking the hours I spend programming, because generally once I start tracking something I naturally start to optimise it. I’m not a workaholic – I’m at greater risk of not putting in the hours than of putting in too many, and I’d like to make sure I’m putting in enough. Programming is about 40% of my job.

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How At the Gates took 7 years of my life – and nearly the rest

Jon Shafer

With At the Gates now only two weeks away from release I’ve had a lot of time to look back at its development, as well as my own. It’s not news to anyone that AtG took much, much longer than I planned, and promised. And while we often hear about stories of burnout, rarely are … Continue reading How At the Gates took 7 years of my life – and nearly the rest.

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4 Lessons from Santorini for Aspiring Board Game Designers

Brand Game Development

Santorini is a fantastic board game that came out about two years ago. In its heart, it’s an abstract strategy game that could have come from antiquity. It has been given the modern board game polish, though, with adorably cutesy art of Greek gods, and an incredibly photogenic set of stackable plastic components. Photo by Eric Yurko, licensed under CC BY-NC-SA 3.0.

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Dev snapshot: Godot 3.1 beta 3

Mircosoft Game Dev

We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. There were over 600 bugs listed for the 3.1 milestone at the start of the month, but we've been reviewed them tirelessly over the last few weeks, and many of them have been fixed, or postponed to the next milestone when they were not critical.

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Technology, Ranked

Grumpy Gamer

While I am slightly disappointed that SCUMM didn't make the list of Technology, Ranked , I am perplexed how the screw gets #99 while many of the inventions from #98-#1 couldn't been made without the screw, so it seems like the screw should be higher on the list. Certainly #1 couldn't have been made without the screw as well as most of the other deadly inventions, so I blame the screw for all evil human inventions.

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Another cool MSVC flag: /d1reportTime

The Astronauts

A while ago I found about a fairly useful Visual C++ flag that helps to investigate where the compiler backend/optimizer spends time – /d2cgsummary, see blog post. Turns out, there is a flag that reports where the compiler frontend spends time – /d1reportTime. I’ve been writing about lack of compiler time profiling/investigation tools, starting from that same old post, up to the more recent ones that focused on clang - one and two.

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Full Unity 2D Game Tutorial 2019 – Particle Effects CPU and GPU

Game Development

Full Unity 2D Game Tutorial 2019 – Particle Effects CPU and GPU. Particle effects are a special type of technique used to display many objects/sprites in an efficient manner to create various effects. The particle system was developed to be a more efficient way of rendering multiple images quickly to create effects that the normal rendering methods would not be able to do without a huge drain on computational power.

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5 Lessons from Catan for Aspiring Board Game Designers

Brand Game Development

In 1995, the game formerly known as Settlers of Catan was nothing more than the obscure creation of designer Klaus Teuber. The board game market as we know it today did not exist yet. Catan was the first major hobby board game to come into existence. Even 24 years later, we can still look back at this game and learn lessons from it. Need help on your board game?

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Dev snapshot: Godot 3.1 beta 2

Mircosoft Game Dev

We entered the release freeze last week with Godot 3.1 beta 1 , and many high priority bug reports have been fixed since then. We're now publishing a new beta 2 snapshot for testers to work with. This new release fixes various crash scenarios, as well as a performance regression in the GLES backend. We're still aiming for a release by the end of the month, so we're under a tight schedule.

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GDquest Kickstarter: learn 2d and 3d game creation with Godot

Mircosoft Game Dev

After a first successful crowdfunding to create a Godot course in 2017, we are back with a new project in collaboration with the Godot team! We're going to create: Two complementary courses about 2d and 3d game creation , based around a platform/adventure game inspired by Metroidvanias. Two beginner-friendly video series for the official documentation about 2d and 3d.

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Introducing Japanese indies to Godot

Mircosoft Game Dev

Last month, I was invited to Tokyo to present Godot at a local game developer's meetup. The presentation was based on Godot Slides , our open source Godot slideshow. The engine isn't popular yet in Japan. This is likely due to the lack of learning resources in Japanese. Also, the community is still small in the country. So to grow a thriving community and to attract translators and tutorial creators, we first need to raise awareness : introduce Godot to local developers and try to poke their cur

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Dev snapshot: Godot 3.1 alpha 5

Mircosoft Game Dev

We released Godot 3.1 alpha 4 10 days ago, and it's now time for another alpha build, 3.1 alpha 5. This is the last alpha build before the beta stage, where we only merge critical bug fixes until the branch is stable enough for the final release. This last alpha mainly focuses on the build and release system. More on that in a later blogpost. Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the

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Mentoring: You Won't Believe What Happened Next!

The Astronauts

So! For three months by now, I’m mentoring three junior engineers at work. But first, let me talk about something entirely else. The Seniority Trap In games, and especially in engine/middleware technology, it’s fairly common to see job requirements like “Senior engineer needed, 10+ years of AAA/console development experience required” etc.

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MISSING

Grumpy Gamer

The dog one is heart breaking.

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What Game Dev Feels Like

Grumpy Gamer

Add new game feature. Comment out new game feature. Go to step 1.

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MISSING

Grumpy Gamer

"ALL THESE WORLDS ARE YOURS, EXCEPT EUROPA " - Arthur C.

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