Sat.Jul 06, 2019 - Fri.Jul 12, 2019

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Update on future space epic & my Gamedev journey

Half Geek

Just a short blog to update those who have enjoyed my games in the past, that my new project is coming along well. I’ve been working on a random universe generator, similar to Endless Space, for each new game all the stars, planets and moons are randomized. It works well, my next stage is to create local economies, and corporations zones of control and orbital industries.

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C# support on Android

Mircosoft Game Dev

In this devlog I will be talk about what I have been working on for the last two months. There are some nice new goodies coming for C# users with Godot 3.2. Before starting, I would like to announce that this work is possible thanks to a generous donation of $24,000 by Microsoft. This grant will be used to fund my work on C# in Godot for a year. This is the second time I receive a grant from Microsoft to work in Godot and I'm extremely grateful.

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FU Dropbox

Grumpy Gamer

Dropbox used to be a perfect service. I happily paid them money every month. They silently synced files across all my machines (and with friends) with 99.999999999999% accuracy. Good job Dropbox. Then. Dropbox decided they needed there own app (for reason that I still have yet to figure out). Now at random time this stupid dropbox app shows up in my doc and I see no way to turn it off.

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How to Add Variable Player Powers to Your Board Game (Tasty Humans Pt. 3)

Brand Game Development

Of all the mechanics in the board game world, variable player powers remain a fan favorite. Games with this mechanic range from Gloomhaven to Terraforming Mars to 7 Wonders. Part of their popularity comes from the ease with which they add variety to games. Implemented well, variable player powers can drastically increase the shelf life of a game. So how do we implement them?

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Godot 3.2 ARVR update

Mircosoft Game Dev

The past few weeks have been very exciting on the ARVR front. It looks like Godot 3.2 will have at least two major additions. ARKit. Work on ARKit had been going on for well over 1.5 years. Most of the functionality was already working in Godot 3.0 and in use by several developers. Earlier in the year we finally made a push to tie off a number of loose ends and the functionality was merged into the master branch.

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Maintenance release: Godot 2.1.6

Mircosoft Game Dev

It's been a long time since our previous release in the 2.1 branch! "Wait," I hear you say, "is the 2.1 branch still maintained 3 years after its first release?" The answer is yes, on a "best effort" basis and focusing on release critical and security issues. What we consider "release critical" are issues which prevent people using Godot 2.1.x in production from releasing or updating their game, such as crash issues and adapting to the changing requirement

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My new favorite YouTube channel

Grumpy Gamer

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