The question I keep asking myself really is: Does the "new" RenderGraph API really HAVE to be so complicated?
Is it really necessary?
At least give me some deep dive documentation for your arcane codepaths. Please.
Posts by Chris
Wanted to buy a pack of cats on the unity asset store, for another project. But the servers are having trouble. Now what ... ๐
Discovered today that FL Studios Distructor Plugin is pretty awesome for all kinds of nasty noises and spooky unnerving sounds.
Yeah. That's my tool of choice for sound editing. And it's the best. You cannot fight me on this
I'm all in for cool productivity tools and that one takes todays cake. dang that's awesome!
It appears that by the end of April I will be available to do #freelance work for your #game projects.
You need a helping hand to ship your project, some backlog that needs doing, optimization work - I'm all in.
#unity, C#, php, database and backend stuff. Hit me up.
Links in bio! #gamedev #php
It appears that by the end of April I will be available to do #freelance work for your #game projects.
You need a helping hand to ship your project, some backlog that needs doing, optimization work - I'm all in.
#unity, C#, php, database and backend stuff. Hit me up.
Links in bio! #gamedev #php
9 years already?? Man I remember following along with the early prototypes back on the tweeting website. The time, runs fast.
But congrats!
Also double-congrats for making it \o/
Oh hell yeah xD
There can not be too many barrels. Trust me, I am an expert in barrel counts!
I like that notion. There is so much more craft and creativity in and around making games. And all of that is a hell of a lot more interesting than financials.
Estimated that building serialisation for my weapon system (for some very cool purposes later) would take 6 hours. It took 1 hour.
It has been ingrained into my cranium so hard, that you should always over-estimate time, that at this point, I'm way off lol
Yep ๐
I did figure out why it was working though and moved some stuff to make it make sense again ๐
Aaaand that's a wrap on the new weapon. About 3 months on and off work. 62 commits and more than 3k lines of code have been changed to make this happen.
I have yet some related gameplay things to figure out but that is something for another day.
Granted. I don't understand why it still works. It doesn't look like it should, whatsoever.
Well damn, I've outsmarted myself.
That modifier system isn't even broken. I was so sure it would be on account of all the intrusive changes.
But no. Hmkay
On the brakes. I'm replacing the brakes. Obviously ๐
Todays todos:
- Wire back in modifiers into the weapon and damage systems
- Brake job on the car
See, I'm doing real-world things with my real-world hands ๐๐ซ
Uh that looks like a super nice graph generation for sure :3
It is very much appreciated, thank you!
I'm not buying that an OOT Remake exists until I see it though.
Then I WILL buy it. But given the track record ... best not get too hopeful about it
That would be extremely awesome
Thank you so much! Can't help with an actual Forsakem game but mine is certainly going to scratch that itch :D
Very much :D
And you can 100% count on that getting finished!
And Forsaken too!
Thank you very much! :D
While the new weapon system brings A LOT of new fancy things, I have not restored all original features from the old one yet.
But I have one more down now, the orbitals.
Which you can find as powerups. Gives you some auxiliary firepower.
#gamedev #indiegames
It very certainly should. Boxed games are and remain the best way to enjoy games!
I did not know about that but that sure would be hella amazing ๐คฉ
Finished additive projectile behaviours. Now any projectile can potentially becomeany combination of bouncy, explosive on contact, homing, chaining, with knockback ...
Bouncy sustained fire? This could be shotgun shells as well. Imagine these explode lol
#gamedev #indiegames