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Three Minutes to Eight developer Chaosmonger Studio “Multiple stories moving parallel”

PreMortem.Games

Overall, I’d say that coming from the film industry definitely helped the script-writing process for games”, he says. ” Not pixels but voxels The visual style of Three Minutes to Eight is unmistakable, characterized by its pixelated appearance. In fact, all the backdrops are not in pixel-art, but in voxel-art.”

Pixel 209
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Leveraging PocoDriver for Game Test Automation

iXie gaming

Scripting and Customization: POCO Driver provides a scripting interface that allows advanced users to create customized scripts to automate specific tasks or actions within games. After removing the unwanted folders as mentioned above, place the Unity3D folder in the game project script directory. apk), IOS (.ipa),

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Top Emerging Free Game Development Tools and Trends!

Big Games

Buckle up, aspiring developers, because the barrier to entry just shrunk to the size of a pixel! Visual Scripting And No-Code Solutions Bolt for Unity: This visual scripting editor within the Unity game engine allows you to build game logic without writing code. Have you ever dreamt of crafting your own epic game?

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[Share] 2D Post-Processing & Lighting Framework

Cocos

const vec3 weight = vec3(0.2126, 0.7152, 0.0722); vec3 Grayscale(in vec3 o, float value){ float lumin = dot(o, weight); vec3 final = mix(o, vec3(lumin), value); return final; } vec4 frag() { vec4 pixel = texture(mainTexture, v_uv); pixel.rgb = Grayscale(pixel.rgb, intensity); return pixel; } 2.

Render 52
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GDNative is here!

Mircosoft Game Dev

As some of you might have heard, we were working on a module that lets you use shared libraries as scripts. It is a module for Godot that adds a new "scripting language" to it. I put "scripting language" in quotes because it's not a language. A method in a Native script is just native machine code.

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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader. Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. Note: In Cocos Creator 3.8.0,

Shaders 98
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Dev snapshot: Godot 4.0 beta 2

Mircosoft Game Dev

Editor: Script-class-aware Inspector & related controls ( GH-62413 ). Editor: Show override icon in script editor gutter ( GH-65535 ). GDScript: Fix loading/updating scripts after external changes on disk (manually or via LSP) ( GH-63224 , GH-66405 ). if not file. file_exists ( "user://save_game.dat" ): file.

Beta 40