if you're really annoyed by an endless sea of unnecessary remasters and things, buy indie! if you want more original games made by small teams, buy indie. if you like art, buy indie!
indie wannabe and positive vibes ♂️🇸🇪
Currently making: Fortuneers, a turnbased roguelike with humor and a cartoony art style
if you're really annoyed by an endless sea of unnecessary remasters and things, buy indie! if you want more original games made by small teams, buy indie. if you like art, buy indie!
Bevy has matured in my absence. Time to get back into things.
oh hey my games are on deep discount on itch.io, and we still need all the financial help we can get in order to stay housed and fed until we can get kitsune tails out next year so buying them would be a huge help: https://eniko.itch.io/
they're also on sale on steam: https://store.steampowered.com/bundle/15673/Kitsune_Games_Complete_Pack/
@djlink Relatable, I stop responding when ever I'm managing tasks too.
Rendering buildings from #OvertureMaps in #Bevy
Seems we have a lot of new #GameDev folks here on Mastodon over the last few days, so you should know this place is part of a wider #Fediverse with all kinds of services that talk to each other!
For example, for longer more forum-style discussions there's #Lemmy, and specifically I moderate the gamedev community at https://lemmy.blahaj.zone/c/gamedev.
We're hosted on an LGBTQ+ instance, welcoming to all skill levels, and would love to see you and your projects there!
(1/2)
Localization can be...bizarre!
There might be a more proper way by actually using the stencil buffer, but I suspect it involves tweaking the rendering pipeline and I haven't gotten into that part yet. This will work fine for the time being.
Can still tweak the alpha cutoff a bit and make it look a bit better.
After bonking my head on the keyboard for a while I managed to hack together a stencil/mask effect for the eyes.
There's a camera in front of the face that renders the eye white and iris to a separate transparent texture. The white is at alpha 0.1 and the iris at 0.9, both rendered with blend mode. The resulting texture is now less transparent where the two overlap, so I can use the cutoff alpha mask mode when rendering it back onto the scene and only get the overlap!
Yeah, wuchu gunna do, huh?
new & overhauled #Blender => #Gltf => #Bevy #BevyEngine code & workflow !
* Useful if you want to use Blender as your Editor
* define Bevy components as custom properties in Blender , now using RON (much cleaner syntax!) , and better custom properties support (colors, vectors , etc :)
* a Blender Add-on (optional) to auto export to gltf on save
* a demo with multiple colliders, collections etc
* #opensource
* a video tutorial https://www.youtube.com/watch?v=-lcScjQCA3c
https://github.com/kaosat-dev/Blender_bevy_components_worklflow
Enjoy :)
There's still quite a ways to go, but I've already made some notable in-development improvements to the new mining quest area:
- Gold ore is more clustered, and the quantity is guaranteed .
- Level shape is more random-seeming, but more consistent under the hood.
- Room shapes still need a little work though, very open at the moment.
It feels a bit empty now though doesn't it? Time to add some enemies and hazards!
We just released a new demo of our plant-growing sim Idu!!
Features: become fish, plant vines, and sparkle as you do it all!
https://epcc.itch.io/idu/devlog/565550/demo-version-11-vines-swimming-and-magic
@1st_C_Lord Still got my S9 but fairphone will be its successor! Nice to hear that you're happy with it.
@killercup Sounds like an excellent option!
@djlink and it will be mine as well from this day forth!
A monospaced type font with ligatures that makes code easier to read?
I had no idea I needed this!
https://github.com/tonsky/FiraCode