Sat.Nov 14, 2020 - Fri.Nov 20, 2020

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DEVLOG#2: Clearing the Concept

Mnenad

In this second devlog episode I share one of my most valuable experiences in game development with you! I explain the concept of my mecha indie game and hope for your feedback. Also included: Funny bugs, a research about existing mecha games and the progress in development and design. watch next episode. watch on YouTube.

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Dev snapshot: Godot 3.2.4 beta 2

Mircosoft Game Dev

While development keeps going at full speed towards Godot 4.0 (see recent devblogs on GDScript typed instructions and Complex Text Layout ), a lot of work is also being done on the 3.2 branch for the upcoming Godot 3.2.4. Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: Android App Bundle and subview embedding support. 2D batching for GLES3 (remember that we added it for GLES2 in 3.2.2), and improvements to GLES2's batching.

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The Kristala Dev Blog - Issue #23

Astral Clock Tower Studios

Welcome back to the ever-enchanting Kristala dev blog, where you can get front-row seats to the development process for indie 3D dark fantasy ARPG Kristala, the first title from female-owned-and-operated indie game studio Astral Clocktower Studios. Get ready to take a peek at what we've been up to over the past month and what's ahead for the rest of 2020.

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Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!

Game Design Aspect

Hi, I apologize for not updating the blog. I have not been feeling well these past months. I did in fact win a 2020 Women in Games Hall of Fame Award. I was completely flabbergasted and very grateful. Thank you so much to the people who voted. I need your help again because the SXSW and SXSW EDU Community Voting period is ending November 20, 11:59 PM, Pacific Time.

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Cloud compiling with Azure

Grumpy Gamer

I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game. For Thimbleweed Park builds were hand compiled which took a lot of time and was very error prone. More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. It's nice to have builds compiled in the cloud and know they are from a pristine environment each time.

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