Game Development

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Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.

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submitted 3 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]
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Hi, I've spent the last few months working on a rogue-like bullet hell game for a school project. It uses a 0G movement system that's kind of similar to Asteroids, which I think makes for a surprisingly unique experience. It's finally getting to a state that feels like a real game, so this would be a great time for some playtesting! If anyone out there is interested, or just wants to play a free game, feel free to give it a try. Any feedback would be much appreciated.

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Through mentorship, training, and project-based investment, SIE strives to lower the barrier of entry and showcase the most incredible talents emerging from this region. We’re pleased to announce this new initiative and our call for submissions.

The MENA Hero Project will support game developers based in the following countries: Saudi Arabia, United Arab Emirates, Bahrain, Iraq, Kuwait, Oman, Qatar, Jordan, Egypt, Morocco, Tunisia.

There is hope for us yet.

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]
 
 

Last year for reference

And the year before that

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I guess the question is straightforward. I'm creating a simple 2D game with a few animation and 30 or 60 fps are more than enough. I'd like to cap the fps to reduce power consumption on my laptop when testing my own game. I can manage that from the nvidia control panel, but I can do that from ingame code? I can see many games provide a fps cap option. How do they achieve that? Sleeping/calling Sdl_delay doesn't seem a great option and neither is active waiting while checking for passed time. Is there an hardware mechanism I can block to?

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UI Pack: Adventure is now available ✨This completely free pack includes 128 sprites for HUD/UI, both in PNG & SVG vector files!

Download (free, no registration, no tracking, no ads etc.): https://kenney.nl/assets/ui-pack-adventure

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I really enjoyed Danny's costume for this gamedoc😂👌

man games like 🪸Dredge🕳️ really helps stoke my enjoyment and interest❤️‍🔥 in seeing how the next generation of games will shake up the industry and bring new cool designs and 🐋world creation✨

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Cross-posted from: https://lemm.ee/post/39614495

Hi all,

I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!

It's free, so if anyone wants to give it a try, I'd love some feedback =)

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How does it look? What do you think? It was bad i think before, because many people complained about that. So, i worked hard to make a new one.

Here is the link of my game if someone interested in to add wishlist and get 40% discount at launch: https://store.steampowered.com/app/3054440/Short_Snow/

note: Free demo coming this month

What features would you like to see in this survival game, that you never saw on other survival genre games?

Thanks for reading

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How does it look? What do you think? i have a video of that here too, you may check it the video here: https://www.tiktok.com/@shortsnowgame/video/7397678540273110304

Here is the link of my game if someone interested in: [https://store.steampowered.com/app/3054440/Short_Snow/](Short Snow game)

Thanks for reading

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Hello everyone here on the Fediverse

I'm making a free and open source platform fighter featuring FOSS mascots (like Tux, Nolok, Konqi, Wilber and others). I'm doing it on my free time, but it's something I'd really like to get it done. It's been brewing in my head since May/June, and that's really when I got the basics done using SDL2 (I will use SDL3 when it gets officially released). Right now I'm working alone while also having a job in the meantime, and that's basically to get contributions from you that I wanted to post it here. Right now, I got the 2D rendering engine done using OpenGL 2.1, and I'm looking to add OpenGL 3.3 support as well.

For those interested, the repo is already on Github at this link.

And if you don't think you can help me with the development, feel free to also talk about it around you and tell me what you'd like for this game. I will be happy to see your suggestions (and contribution if you can ^^).

Best regards and hoping to see you here

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Free demo coming soon! Add to wishlist now to get 40% discount at launch and free demo!

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I spent a 2+ years and all my personal savings making this game (alone). I love survival games, but I also like cooking... so how about survival game with realistic cooking & eating animations?

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I am currently working on a video game project, It's 3D, and in a particular feature where players can listen to the radio. I want to pull data from Odysee (LBRY) and a specific channel that I want to play in-game.

If I can't pull data from the network, Is there another way for me to access either music or video content without breaking a ToS.

I'm working with python if that helps.I am also new, or semi new to Python.

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For context, I am using the bevy engine.

I know that you aren't supposed to store stuff that might contain a lot of information, such as dialogue, NPCs and skills.

I already found a library that helps me store dialogue (bevy_yarnspinner), but I've yet to find such a library for other ressources.

So I was wondering, usually in RPGs, where and how are stats, skills, NPCs (including enemies) and maps are stored? And how does leveling up work?

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