I am working on a tool for my game that will automatically apply the correct UV to a mesh mimicking 3D tiles...

This will allow me to have an old-school visual aspect while saving time designing my levels.

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Godot 3.1 is RELEASED!

More than a year of work on new features and a ton of usability improvements, as well as several thousand bugs fixed. Enjoy!

A big Thank You to all contributors for making a project such as possible!


Gamedev help needed; boosts appreciated 

Holy shit this is amazing

Someone took some bitcoin explaining videos and shoved them in a neural network, and made a bitcoin explaining video


SCRIPT-8, by Gabriel Florit, is a fantasy console. Make pixel-art games with a browser editor. Featuring 128x128px resolution!

Ok today I worked on the entities of my game. You be able to play in FPV with humans, mechas, spiders (they will be able to climb up walls and ceiling) and why not cars, tanks and planes. All working with variable gravity like in Super Mario Galaxy....
Maybe this is too much... πŸ€”

I am working on a project that will use my palette shader. Right now I just have a system to manage gravity like Super Mario Galaxy. You'll be able to jump from planets to planets.

Despite being the world's first one-dimensional game, there are many sides to this abstract dungeon crawler on an LED strip

LINE WOBBLER by @Robin_B@twitter.com #magfest2019

Now I can have really interesting effect. With only two python scripts and three godot shaders.
I can even have transparent objects (that I could use for cheap volumetric lighting) but I have to disable the outline effect in that case...

The guy who made Obra dinn had an issue with flickering dither. I had a same issue with my pattern. But in my case, I think I won't be able to implement his solution. Well it doesn't really matter since I am making a fast paced game...

After the crazy fallout patch thing made me angry I decided to relisten to a specific talk.

It is Pat Wyatt who was the main network/multiplayer programmer for blizzard from warcraft 1 to ~starcraft/diablo2 before co-founding arena net and shipping guildwars.

Touches on some basic stuff and the crazy system they built to make guild wars download every thing in the game on demand.


I took my inspiration from Obra Dinn, the dev used textures to encode his dithering matrices. So I did the same. This means that I can easily change the pattern of the dither. πŸ˜€

Final glerminal update for today;
I did not think I would be able to do it, but the madlass I am, I was able.

I implemented mouse inputs into the existing menu_system, but it needs to be enabled optionally first.

I've added variation in the construction of the palette and an outline pass. The results are great ! πŸ‘

I downloaded some nice palette from lospec.com/palette-list
And process them to generate textures that can be easily interpreted by custom shaders to obtain this. (Here I used the PICO-8 palette)

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Game development! Discussions about game development and related fields, and/or by game developers and related professions.