

I think this looks better than flat blue, but it really depends on the rest of your map. Can’t really see a lot of it here.
And why are there a few short horizontal lines in the left side of it?
I think this looks better than flat blue, but it really depends on the rest of your map. Can’t really see a lot of it here.
And why are there a few short horizontal lines in the left side of it?
It’d take a lot of work, but depending on how the tcg works I think I could.
The biggest hurdle to overcome would be figuring out how likely they are to sue me, lol.
I used to use Boost too but switched to Voyager. Took some getting used to but I’ve found that it’s pretty good!
I’ve been working on a online multiplayer simulator for the new(ish) card game Elestrals for a year now. It’s Pokémon meets Yu-Gi-Oh with a bit of Greek mythology sprinkled in, with my favourite mechanic being that your health is your resource. You can blow it all on a power play or conserve your health and strike when you spot an opening.
It’s almost done and I’m really proud of it. Obviously excluding the programmer art, the only thing left to implement in the engine is displaying stat changes client side and… The functionality for every card they’ve printed. No biggie lol.
The problem is they announced an official one and it really killed my motivation. That’s still a problem I have yet to overcome 😅
Yes! If you’ve set it up to boot multiple instances, switching between the debugger tabs at the bottom will also switch the remote scene tree.
When I stumbled onto this I was so happy. It’s made debugging my multiplayer project soooo much easier!
Does it accept arrays as an argument? If so, that’d be super useful!
Windows users could boot into safe mode and modify/delete the problem file. There just wasn’t any tool to roll out this fix ‘automatically’.
Once IT dealt with it I stopped paying attention to the situation, but I wonder if any tool was created to help the poor souls managing thousands of PCs?
Cute mascot!
Whenever ECS is brought up, I just can’t think of a game I’d make where the pros outweigh the cons. I’ve come to the conclusion that I just don’t understand it yet, so I’d love it if someone who’s as passionate as you clearly are, could impart some of the things that made you fall in love with it.
I get that they wanted in on the Pokémon Go and Genshin Impact money printers, but anyone could have seen how much damage to their reputation it was going to cause.
Too little too late. Personally I’ve moved to Godot and am loving it. Have I mentioned that they have stellar documentation yet?
Steam continues to be the best platform for your game. In an industry that almost prides itself on not listening to customers, Valve really is a miracle.
There has been several game “mechanics” that have been patented in the past. Two examples I know off the top of my head are “overhead arrows that point in the direction of the destination” and “minigames during loading screens”.
That said, these were applied for specifically as patents in the US, and every other game made does not go through this process (especially since I doubt that this would worm in this day and age… I hope, wtf is going on across the pond) especially for entire game concepts, and OP is definitely in the clear.
Now you’ve got me wondering if your super hearing stops at machinery or if you could hear the human body doing it’s thing, provided a stethoscope and test subject- I mean willing participant.
It was such an interesting talk, and just made their closure hit even harder.
I only learned about Everything recently, and damn I was impressed. I can’t believe I’ve been putting up with Windows’ default search for so long.
The content he gave us a teaser of looks amazing. I’m really happy to see him back, and most importantly to see him happy.
It’s not been that long since I started learning this engine, and it has been an absolute delight to work with this entire time! I can’t wait to see what the future has in store for Godot.
I tend to find it’s the other way around. Once you’ve got a scarf modelled and rigged, it’ll work* for all animations, but for animated 2D sprites you have a lot more things to do.
* May have visual artifacts like clipping