Here's a look on the finished fog shader for my game!
#godot #indiedev #gamedev #indiegame
Posts by Fenekito - The Beckoning of Aurora
Brb gonna pretend I both made Dig Dig Boom and that I’m Norwegian
I should probably refactor the code for aurora sometime but I’ll leave that for after the demo
Small preview of one of the new small area being worked on!
#indiedev #indiegame #godot
The levels I'm working on are somewhat smaller in scope than that of the previous demo but I think that's a good thing actually since everything is way more focused now, encounters flow and rooms flow better from one another, and I hope I can even feature the shop system on it too
Killing Floor 1 & 2 are always a blast to play
Dude even my teachers are telling others to just use AI to code stuff, I’m gonna go crazy
Apart from the tight areas where the boat jumps and flips with anything I found this pretty enjoyable, and fighting the chopper in the end was a pretty fun way to end this segment too. I think it only ranks lower from ravenholm and when you're going under the bridge with the train passing above
It shouldn't take long for me to finish the new levels for the next demo in The Beckoning of Aurora, then it will be mostly just waiting out for the artist to finish the new animations, and work on changes to ome of the terminal's programs UI
Tbh while not necessarily desktop android got a pretty good framework when they released jetpack compose for native apps, from what I’ve heard, but it’s Kotlin only and I’m too much of a Java person to try it
Even though depending on which you use performance will be pretty bad I can understand why some go for non-native solutions since for the most part you’ll get a mostly sane toolset and the learning curve is smoother
Tbh most native frameworks for interfaces are kind of a pick your poison situation, even on Linux. I think that the only nice desktop toolset and framework I ever worked with was SwiftUI on the Mac but sadly you can only work with that on the apple ecosystem
Windows forms kinda sucked to use, WPF was a pretty good step on the right direction but I think they barely advertised that, and WinUi 3 has a lot of nice ideas and features but the tooling just isn’t there, and they did basically nothing to improve on that,
Tbh it’s kinda abandoned like all other Microsoft UI frameworks even if it’s pretty good and the performance is great
Indie devs please put cool UIs in your games, I can’t even express how much having a nice looking UI that compliments the visuals of the game adds to it!
Screenshot of my engine Revolver Engine, showing a UI on the screen. There's a couple of buttons (one of which is disabled), a checkbox, and a few radio buttons.
Working on stylesheets, totally not inspired by old GoldSrc UI or anything :)
My femboy pokemon glaceon sona shown snowboarind and grinding on an edge in the winter in his snowboarder fit #furry #furryart #pokemon #femboy
Snowtop grind- 🏔️🏂❄️
Here are my thoughts on DLSS 5 - the ethical problem with it (I do not enumerate all issues in the video), the visual issues with it (not all enumerated, once again), how I struggle with it conceptually vs. other types of neural rendering and muvh more.
youtu.be/5dTTfjBAFzc
this looks so cool!
New summer job…
Regarding recent Nvidia news I can safely confirm that The Beckoning of Aurora and any future game I make does not support DLSS 5
It hurts to hear that you were target of hateful messages, stay safe man, we love your work!
Dude I like DLSS and all but what the hell was even that DLSS 5, all they had to do was to keep improving the tech like they were before
Looking very pretty and cool!
We have cutscenes now!
#indiedev #indiegame #godot
These new updates to 3D rendering in Godot are making me want to stop everything and work on a small 3D game
LEON!!!
Honestly these two rooms alone are more fun than the last demo of the game, I can't wait to finish and polish it all up so you guys can play it!
Before I was working on larger chunks before testing them out and honestly I think level design suffered for that
Think I know how I'm gonna handle making the level, I'm gonna design each room and test them out, see if they feel fun to play in, test out all kinds of guns, enemy placement, etc on them, and then find out what works best