Pinned toot

I was going to wait for but that hour is always when I'm sleeping, and if there's a way to schedule toots, I'm not smart enough to figure it out.

Super stoked to be able to share Super Marxist Twins with the world! I've been working on it on & off and restarting development for over a decade. This iteration in Unity was started around 2 years ago, but finally there's a demo available to the public!

store.steampowered.com/app/144

I was going to wait for but that hour is always when I'm sleeping, and if there's a way to schedule toots, I'm not smart enough to figure it out.

Super stoked to be able to share Super Marxist Twins with the world! I've been working on it on & off and restarting development for over a decade. This iteration in Unity was started around 2 years ago, but finally there's a demo available to the public!

store.steampowered.com/app/144

I'm really bad at marketing and social media, but I also just put a demo out for my first commercial game on steam last week, and I'd love to get feedback.

What's the etiquette here? Do I need to wait and remember to post within the "show off" window next Saturday?

Hey masto-devs,
I'm almost done implementing my in-game 2d platformer level editor. It's tile based (built atop Unity's new-ish Tilemap structure). Anyone who's used an editor like this before, what are some must have features?

I have basic tile placing, erasing, and a "bulk" feature that can add/copy/delete both single rows and single columns. I also implemented "Undo/Redo" just now.

I'm planning out the level editor for my game. I bet I've got the hard part done 😋

Last night I checked out two preview packages from Unity:
1. 2D Pixel Perfect Camera - seems ok, but I need to update some code for my scrolling backgrounds at some aspect ratios.
2. New Input System - A godsend I think, though I haven't written the code yet. Just setting up all the inputs in the menu had me smiling the whole time.

Question: My project is moving quickly and these Unity packages are moving slowly... how "wrong" is it to release a game using preview packages?

In that case there might be a projectiles folder, and possibly one more layer of folder for projectile type or something, but that all of the assets (code, art, sound, config data) would be in that folder rather than grouped by asset type.

Has anyone tried a structure like this? Viewing history in version control I bet will be a bit of a nightmare, but are there any other pitfalls that I'm not seeing?

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Last night I found myself implementing a new feature and was kind of annoyed at navigating around. I put the new Sprite in the sprites folder, the new code in the scripts folder, material in materials, and new other assets elsewhere, and it occurred to me that I could be grouping them by feature instead.

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The way I've always structured projects in unity (and more or less other projects I've worked on) is that scripts (code) have a folder, sprites have a folder, sounds have a folder, and so on with other asset types.

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Hey all, I just joined a few days ago. First toot. (unless replies count? I donno). I'm working in unity and was interested gathering thoughts on project structure. I'm not sure of ediquette here so I'll kick off discussion proper in a reply to this.

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