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Posts by DistractionCrab

Link to the post about the Games Industry Labeler (includes dev): bsky.app/profile/trez...

Link to the labeler itself: bsky.app/profile/did:...

4 weeks ago 2 0 1 0
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RasterFlow Build procedural images with RasterFlow’s node-based editor, real-time previews, and non-destructive workflow.

I finally shipped RasterFlow! 🎉

A node-based playground for building procedural textures, mixing images, exploring noise and patterns, and creating game-dev maps with real-time previews. Check it out: rasterflow.io

#graphics #procedural #indiedev #gamedev #creative #graph #windows #linux #osx

5 months ago 8 6 0 0

I've been working on a CRPG myself for the past year or so. If you'd like I'd be happy to share my experiences and other info about the technical side of it if you have specific questions.

1 year ago 1 0 0 0

After a month and a half of hand-editing RPG feature data, I've finally got it setup in the new format, it compiles, and I got to check off some data import TODO in the actual engine.

For the first time in while I feel like I both need and earned that drink.

#gamedev #indiedev

1 year ago 14 5 0 0

would like to support iOS/Mac for what we work on, we simply cannot afford supporting an apple ecosystem currently.

So in short, it's not for lack of want or trying, but we just simply cannot.

1 year ago 3 0 0 0

actually detects, plugs in, and uses the hardware correctly. This is only exacerbated by the fact that Apple uses proprietary GPU hardware and software. (some engines handle that for us, thankfully, but for devs not using engines that do... well now we've added another issue). So while some of us..

1 year ago 2 0 1 0

OS. Which, fun fact, one of the biggest issues for optimizing a game is more often the settings on your computer than how fast a game can run. With Windows itself, and all the weird software that attempts to set GPU settings for AMD or NVidia, it becomes a nightmare to make sure that everything...

1 year ago 2 0 1 0
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install it on their hardware. For smaller developers, like myself, this is effectively not going to happen at all. For larger developers, that would mean spending hundreds of thousands of dollars in hardware alone. This doesn't include extra time spent in learning the ecosystem, nuances of the...

1 year ago 2 0 1 0

more monetary and legal issues associated with working with apple. If we want to test a game that runs on a Mac or iPhone, then we'd want to test on the actual OS and not an emulator. Unlike android/linux/windows, where we can legally install it on almost anything, we can only legally...

1 year ago 2 0 1 0

The issue for Mac/iOS isn't about being mainstream or support; It's about how closed off the ecosystem is. When I worked on a simple game app that just existed on another iOS app, I'd have to pay 100$ a year to just have an account to publish to another platform. For other games, there are many...

1 year ago 2 0 1 0