Jump to content
  • Advertisement
    1. Today
    2. Euthyphro

      How to do physics in three.js + node game

      @tmothy_bentley, yes my idea is that players are upright cylinders and everything else is a rectangle or a rectangular prism (you decide). You're right, Zakwayda. These are some tough problems. Axis-aligned boxes is the simplest solution but two players colliding will be strange.
    3. Most of this is OpenGL based. Jorge Rodriguez's Game math playlist. More about the math but lots of C++ code as well. Examples are mostly using OpenGL but the videos include general game math info aside from the OpenGL. https://www.youtube.com/playlist?list=PLW3Zl3wyJwWOpdhYedlD-yCB7WQoHf-My The Cherno's old OpenGL playlist. (The new one moves waaaayyyy too slow and isn't as good IMHO) Watch Eps 1-3 (maybe the first 4 non-episodes are helpful as well, not sure) to get GLFW setup and maybe check out Jamie Kings videos below and then come back to this after. Or keep going. https://www.youtube.com/watch?v=vWU8EltWTfM&list=PLlrATfBNZ98fqE45g3jZA_hLGUrD4bo6_ Jamie King game engine playlist. I would recommend using GLFW instead of QT (using The Cherno's code from EP 1-3 above) and skipping the GTesting. Not the greatest audio. Has some great insights into how OpenGL and works as well as general info not found elsewhere. https://www.youtube.com/playlist?list=PLRwVmtr-pp04XomGtm-abzb-2M1xszjFx SIGGRAPH University : An Introduction to OpenGL Programming https://www.youtube.com/watch?v=6-9XFm7XAT8 Brian Will OpenGL playlist using https://learnopengl.com/ as a guide. https://www.youtube.com/watch?v=hPmEyAXdOdY&list=PLIbUZ3URbL0ESKHrvzXuHjrcLi7gxhBby If you want to go DirectX route, this is about as good as I've found to get started. ChiliTomatoNoodle - C++ 3D DirectX Programming https://www.youtube.com/playlist?list=PLqCJpWy5Fohd3S7ICFXwUomYW0Wv67pDD Check out all the channels listed for other videos/playlists.
    4. Will you suggest some C++ video tutorials that would be beneficial to me for reviewing beginner level C++ usage in game programming and for escalating my C++ skills to an intermediate level of understanding?
    5. Onygox

      I Made A Tutorial

      Now, I know people don't generally read tutorials, but I took it upon myself to create a time-based one for my game prototype. Complete Changelog for 11-13-2019: Added Tutorial. Added Logo! Added Exhaust hazards, which add a useless Exhaust card to your deck. Updated the title screen to be playable with cards! Refactored project and maximized efficient code. Added customer faces. Updated splash screen. Customer timer balance updates. Various other quality-of-life improvements.
    6. This may be my final update on this issue (for now). Calling DwmFlush() once per frame before I do any of my dx11 rendering has reduced (not eliminated) the leak. This means it is almost certainly DWM that is causing the issue. Too bad they deprecated the call to disable it, but I at least brought the leak down from multiple gigs to a few megabytes, and it's only when opening up that thumbnail. I worry that as I add scenes with more complex geo that the leak will get worse, so I am going to investigate and see if anybody has found a way to disable DWM. I also need to analyze perf with that flush, hopefully it's not too bad. But for now I'm glad I was at least able to reduce the problem.
    7. This stuff is absolutely eldritch, I can see why aero was such a fuss when it came out. There is a DWM func that disables it for your application... which has been deprecated. There are several funcs that control the frame timing of DWM, DwmModifyPreviousDxFrameDuration, DwmSetDxFrameDuration, DwmSetPresentParameters, which have all been deprecated as of windows 8.1 and do nothing now. Finally, there a func DwmSetIconicLivePreviewBitmap which allows you to override the live preview with your own bitmap. It is very picky about the type of bitmap you use, but after a bunch of fanfare I loaded a HBITMAP as a test and was able to get it to replace the live bitmap. However this did not fix the leak. I'm going to keep researching other DWM functions that might not be as well documented, but there's a lot of brick walls here.
    8. Ah, Thank you! Also my link broke, this part is more of my character design work https://cedwardsportfolio.wixsite.com/artwork/protected-works, but it still needs plenty of work done. I've learned about turnarounds/silhouettes, but I only just realized I've never really expressed that in my portfolio, once you mentioned it. Thanks!
    9. Yesterday
    10. Tom Sloper

      Creating simple music

      CBR89, you should check out the My Sweet Lord / He's So Fine lawsuit. Harrison lost that one, so you should check out both songs and figure out how that happened. Then check out the Stairway To Heaven / Taurus lawsuit. Led Zeppelin won that one, so check out both songs for yourself.
    11. Net-Ninja

      OpenGL Minimum of 66 verts?

      JohnnyCode: I've created a testbed project and I'm not only providing a vertex buffer, a uniform colour and a uniform modelviewprojection matrix. It's still crashing. So it has nothing to do with having multiple vbos. I'll keep the padding in mind for future iterations of the program. Think I was mistaken in that removing those lines fixed it, as I've been unable to repro since. I'm trying now to create a buffer with 3 hardcoded vertex points in it and it's still crashing. I think the most likely explanation at this point is that my drivers aren't working properly. I've had it suggested to me to try and repro on a virtual machine with a software renderer. I'll do that in the morning.
    12. JohnnyCode

      OpenGL Minimum of 66 verts?

      Maybe you are just tired and made incorrect assumption. Back to what I've said. Most GPU's are designed for 32byte, newer for 64byte, vertex element size. You should always use that size for a single vertex unless you want to be subjected to serious performance hit, or, hidden vertex alignment padding by driver. Generaly, drivers tend to be tested on standard routines, what yours definitely is not- that is streaming each attribute to it's own buffer.
    13. Thanks for the link. I had seen some references to "DWM" as well when I was looking up what the preview window is. I'll hit the books and update the thread if I find something enlightening.
    14. Well, I haven't been doing non engine, raw direct X win32 apps for a while. Apparently there is something called dwm and you need to take care you are not doing the wrong things with directX while it's in different stats I guess: I am unfamiliar with it, so you will need to read on it yourself. https://docs.microsoft.com/en-us/windows/win32/dwm/dwm-overview
    15. I do not have a console window, but I do use background threads for resource loading (meshes, textures). I think you're onto something though, as it definitely appears to be hanging when the leak occurs. I assumed this is because of large resource loading on the main thread, but it's certainly not anything I'm doing intentionally. However I've placed breakpoints in my resource loading code and they don't fire off during the leak. They should only allocate memory once during the start of the app when my meshes load. And yeah, no C#.
    16. Hi everybody from Gamedev.net, Us, Xilvan Design is building 2D & 3D games in Blitz3D, we are now showing to you our kindly official gaming related pages. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v14.97. Candy World II: Another Golden Bones v21.07. Candy Racing Cup: The Lillians Rallies v7.57. Candy World Adventures IV: The Mirages of Starfield v12.07. Candy to the Rescue IV: The Scepter of Thunders v15.27. Candy's Space Adventures: The Messages from the Lillians v27.17. Candy's Space Mysteries II: New Mission on the earth-likes Planets v15.57. -"Firstly, I removed many bugs caused by Noopy's Ball in Candy World II v21.07. In Candy to the Rescue IV v15.27, Candy's Space Adventures v27.17 & Candy's Space Mysteries II v15.57, I've verified everything related to the Lighthouse, the Windmill & the great Trees. Now the ball appears at the respective place in front of Noopy or Candy. In Lights of Dreams v14.97, I fixed the turning of the character Xylvan & many more. Now the grass is lower in order to give a better monster visibility." -"Secondly, I fixed the turning around bug in every game, except in Lights of Dreams IV. In this one, every monsters have a new color. I fixed the side of every teleporting & pet switching during a game." -"Thirdly, I changed the installers of each games like Candy World II, Candy World Adventures IV, Candy to the Rescue IV & Candy Racing Cup. Now the logo in each games are showing in each step of the installation process. I finally got my Candy World Adventures IV v12.07 installer for all my fans. Our games are free for the moment!" -"Fourthly, I fixed the colors of the ambient lights, adjusted the starlight coming from Galaxies, now the dogs may Walk, Run, Jump, Fly together, Grab bones, Pastries, Golden Bones, Hearts, Crystals, attack with freesbies. In Candy's Space Adventures, I fixed the far away galaxies, the stars, the planets, all asteroids are present, comets may be destroyable just like the evil ufos. Around the planet, It may have sattellites & healing stations." -"Fifthly, I've found a new grass textures for my 3D games including Candy World II, Candy to the Rescue IV, Candy Racing Cup, Candy's Space Adventures, Candy's Space Mysteries II & Lights of Dreams IV. Now these game are playable & more challengeous." -"Sixtly, it will be possible to edit all the levels of the game since Candy World Adventures IV v10.07. All 28 levels and 8 more in the future. Now, Noopy will do more animation than in v9.47. In v10.37, I've also Added two more colors for the buttons: An Orange & a Yellow one. Since v11.07, the butterflies have more possibilities of colors. Now, the game is ready to be tested by you in v12.07, because, for the moment, the install work great." -"Sevently, I Want to continue Candy Racing Cup: The Lillians Rallies, then I've just changed the camera type. I want to add more circuits, characters & cars. Now, there's no more accident in the demo caused by collisions. The cloud may now change of lightening. I changed the cars' reflection of lights & added butterflies of all colors. In next versions, I want environment mapping applyed on the cars, maybe I'll add more worlds to explore, more cars & more characters." -"In conclusion, In the near future, I'm up to create a whole new Spatial Mode in Lights of Dreams V. New Space travel possibilities will be available before 2020 in our games. In v14.97, I changed the leaves around the colomns buildings. Now they're altmost all textured & visible all sides." Once more, here is my YouTube Channel, where we are showing Candy's & Lights of Dreams series. Each games is free to play for the moment! Now I have around 1223 subscribers! - My Youtube Channel - Hope you'll like our games, bookmark, downloads & watching our videos! Friendly, Xylvan, Xilvan Design.
    17. Net-Ninja

      OpenGL Minimum of 66 verts?

      Now I'm even more confused, works fine if I comment these lines out SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
    18. Does your app also have a console window? There are some scenarios where win32 apps might make your main thread get stuck. For instance, if you have a console window, and you click the mouse on it. It will be stuck(the thread itself) until you press enter. If you have a background thread working in the background, it might allocate stuff. This is only win32 and C++ right? No C#?
    19. Yeah that's definitely a mistake on my part, I had forgotten to make a second constant (kIndexBufferSize or something). That being said, the only point of that constant is to have a vertex and index buffer of sufficiently big size, so I'm sure it's not the source of the issue. It's strange that the leak only occurs when I activate that taskbar preview, and even stranger to me that there don't seem to be more people with the same issue. Another thing I can try is running the application on another PC and see if I get the same problem.
    20. differentwaygames

      Trash Invasion

      Catch trashes before they escape, kill monsters, upgrade your bins, complete all levels, beat your high-score. The game blends the learning how to sort trashes, together with engaging gameplay mechanics. I am a one man indie developer, working on this project in my free time. So far I have made numerous iterations and changes to achieve this state of the game. Please leave comments and suggestions on how to improve the game, what you like, what you don't like, etc. Any help will be appreciated. The game can be found here: https://differentwaygames.itch.io/trash-invasion
    21. The only thing that doesn't make sense to me is that you set the size of the index buffer to sizeof(unit) multiplied kVertexBufferSize.
    22. Hi Casualghost, Welcome to the world of being an aspiring concept artist. I've been here for a while. Before you jump into learning all these skills, which could help you down the line, you have to really need to research what a concept artist does. You may just realize that your portfolio doesn't have any character design at all. Grab one of your characters (I like the succubus and Ramrod, who are actually wearing clothing and look like they could be player characters in a game) and explore their design - find a good silhouette so you can tell who they are without any detail. Explore and Iterate their design - try different horn shapes for the demon, or different straps for Ramrod. Build Character Turnaround Sheets around the final designs, which a 3D modeler or animator could actually use to bring life to your character. Show all of these processes in your portfolio, and you'll be a little closer to your dream job. Also work on your networking skills and consider relocation if there are no studios nearby.
    23. Green_Baron

      OpenGL Minimum of 66 verts?

      Suggesting just like @JohnnyCode, and to make your life easier, to use a single buffer for a vertex array, either interleaved or sequential. I personally would probably get confused with different buffer objects ...
    24. Net-Ninja

      OpenGL Minimum of 66 verts?

      Thanks for all the help Green_Baron. I'll probably have to strip it out into the smallest breaking example I can get and go from there. It's hard to isolate with all the other logic in there. Long term plan is to clean all this up and do it properly but I'm still very much in the getting familiar stage. Interleaving does sound more cache performant but I think I've read somewhere that it's not always so. Guess it can vary between vert counts, graphics cards and even driver versions.
    25. Green_Baron

      OpenGL Minimum of 66 verts?

      It is a long time since i last did the basics. Meanwhile i have my framework and don't care about the minutious buffer handling any more 🙂 You were right, the buffer with the data does not need to be bound, the vertex array suffices. In principle, you can divide your vertex data among buffers howver you like, interleaved, in separate buffers, or sequential. Thus says the Red Book. I allways use interleaved just because it is simpler imo, and i would expect acces to be faster when data for one vertex can be read as a block of memory, but that is speculating. Padding is equally unnessary. You'll probably have to do classic debugging. Isolate functionality, check portions, and all that ...
    26. Hi, I am working on KamiChi 2 - it is coded using Visual studio 2019, using C++ and openGL. Here is a video of the opening of the game. preview video on youtube. Although the graphics in this video are rendered images, i've switched to pixel sprites since. I am looking for any one who would be interested in helping, be it artists or music or even story/quest writers. If you are interested, pls contact me here or at antonyrobwells@gmail.com Thanks.
    27. Net-Ninja

      OpenGL Minimum of 66 verts?

      They're always bound, having attributes in separate buffers seems to work fine and can't find any source that says that it's not supported. Are you saying I should add badding to my vec3s to make them 4*sizeof(GLFloat)?
    28. ravenkingstudio

      Unreal Looking for a team to work on my innovative ARPG

      Hello, I am interested in becoming a part of the team in the 3D Modeling department. I am trying to build my experience and only have limited things to really show. Maybe as proof of my work i could flesh out a few models. If that is ok then throw me some concept art. I have included an unfinished render of a personal hobby project did. If interested please contact me at ravenkingstudio@gmail.com. I am home all day as I am a disabled combat veteran.
    29. I would advice some scripting in 3ds max, this will reveal the underlying data and system design they have. The documentation is good.
    30. JohnnyCode

      OpenGL Minimum of 66 verts?

      Do you forget to bind them up sometime? Having attributes in sepparate buffers is a no go, keep in mind you do not have even POV4 aligned verticies sizes as for elements in buffers. That is a serious issue.
    31. Rutin

      Creating simple music

      I've been off and on with music for a while now and never heard of someone making their own music from scratch and it some how came out matching someone's music note for note, and velocity for velocity, and even tempo as well as instruments being the exact same with the same filters, effects, and compression. There are a lot of similarities within music, so I wouldn't worry. If you're not attempting to copy the chances of you doing so are slim to none by just creating from inspiration alone. If you're truly worried then seek out a lawyer who handles copyright law regarding musical sheets and sound recording and ask about it. As someone who makes music off and on I've never even thought about this, and I know many musicians who've never even brought this up, or it even becoming a topic of concern.
    32. Net-Ninja

      OpenGL Minimum of 66 verts?

      That's cause all the buffers are contiguous. I've got one buffer for vertices, one for normals etc.
    33. JohnnyCode

      OpenGL Minimum of 66 verts?

      I cannot see stride definition in, do you have positions packed in a sepparate gl buffer? glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, NULL);
    34. I have been working on a game for quite a while now and reached a point where I would like to spice it up with some simple background music. I have some knowledge about music so I'd like to create it myself. Considering that these would pretty basic, I have to asume that the notes have been used in a similar way in one of the million songs out there. Could I run into trouble if e.g some niche platformer I've never heard of used similar sounds before? Is there any way to stay as safe as possible? I'd really like to know how other creators are dealing with this. Any other tips that come to your mind are also greatly appreciated.
    35. Hi all, How can I implement simple 3D polygon modelling? I have a small 3D engine( https://twitter.com/ongamex92/status/1159194667067617281?s=20 ) of mine and since a little kid I wanted to implement polygon modelling like all DCCs, extruding faces, inset, bevel and so on. I'm not looking to replace 3ds Max or Blender or course I just want to implement it. I'm looking for tips and pointers and articles on how to approach it, but I cannot find any pieces of this arcane knowledge. All tips and suggestions are welcome.
    36. Net-Ninja

      OpenGL Minimum of 66 verts?

      Doesn't this bit of code set it up so that the shader has vertices to use? glEnableVertexAttribArray(positionLocation); glBindBuffer(GL_ARRAY_BUFFER, mesh.vbo); glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, NULL); I mean it is drawing 99% of the time so it won't be something that breaks 100% of the time. I can draw 2000 spheres with that code, which is why it's confusing.
    37. Green_Baron

      OpenGL Minimum of 66 verts?

      glBindBuffer(GL_ARRAY_BUFFER, 0); ... if (mesh.indices) ... else { glDrawArrays(GL_TRIANGLES, 0, (GLsizei)mesh.num_verts); CheckForErrors(); } This looks like it will be dangerous if mesh.indices is false, no array buffer bound and drawarrays called ... ?
    38. Net-Ninja

      OpenGL Minimum of 66 verts?

      Some of them are going to be the other models, got a few different ones. (In the picture you can see my procedural grass, landscape and a goblin loaded from an obj file). I can try and reduce the number of stuff being allocated and drawn. to narrow it down. Tried removing all the render code for everything else but I'll try commenting out the loading/generation code too. I do an allocation once per buffer, then send it over once. I could probably delete the local copy of the buffers but I keep them around, at least for now. It's too much code to post in a forum, I'll just attach one of the methods
    39. Green_Baron

      OpenGL Minimum of 66 verts?

      It probably just takes a little longer because of all the writes to screen 😉 Do you allocate the buffer every frame ? End never release it ? Why ? It is a static buffer, they are usually allocated once ... Edit: also, you bind an element buffer, but you said you issue an array draw call ... anyway, a lot of buffers bound and no code, can't say much.
    40. fleabay

      OpenGL Minimum of 66 verts?

      It's obviously a quantum mechanics problem.
    41. prodoc

      Translation needed?

      Matze, do you work with CAT-Tools? What is your translation environment? We do some translations for the gaming industry and use memoQ with custom filter configurations for various file formats. See our page on software localization.
    42. Net-Ninja

      OpenGL Minimum of 66 verts?

      Sadly turning on the debug context stops it from crashing. I can't see anything strange in the log Log:
    43. Hello friends!We are Mubert. A company that provides endless custom music composed by AI and streamed via API to any device. Our music is not subject to royalty fees, bans & strikes, regional restrictions and legal risks.We believe that AI-generated music is the future of commercial & streamed music. So do our ~50 potential partners from various industries: music streaming, B2B music providers, social networks, voice assistant, device manufacturers, etc.If you feel potential for collaboration and want to use our demo for your game - please contact us via roman@mubert.com . You can find more information at our website https://bit.ly/2KkH0Ku
    44. Green_Baron

      OpenGL Minimum of 66 verts?

      The docu does not state that the count and first parameter must match the array size, so it should be possible to draw less vertices than the buffer contains and start somewhere in the middle. Haven't tried that with drawarrays, but it does work with drawelements. I would even say it is a common technique, Just don't step beyond the end and have the right array bound for the draw call. A debug context is rumoured to be the better method, because opengl generates more and the amount and kind of information is better configurable. You only provide a callback for the printing of debug information, you don't clutter your code with macros, loops and if...thens. All you need is a 4.3 or higher context, but that should be no problem these days. Even my old notebook with an intel hd4400 can do that.
    45. Net-Ninja

      OpenGL Minimum of 66 verts?

      If I generate a big vertex array and then pass a smaller number to the glDrawArrays it also breaks. So must be something to do with that. I'd assume I should be able to pass a count that is smaller than the size of the buffer. Green_Barron; thanks, I'll try adding more debug information. Was already calling the glGetError method and that was clean but I'll see if the others will shed some light on this.
    46. Makusik Fedakusik

      Death Stranding: Deep or Dumb?

      1) Cool cast, cool music, cool graphics, cool cutscenes 2) Bad gameplay
    47. deltaKshatriya

      Death Stranding: Deep or Dumb?

      Death Stranding released just a few days ago and it's been very very polarizing to critics and players alike. Some people love it and think it's a masterpiece while many hate it and think it's really boring. Full disclosure: I haven't played the game. However I have seen a lot about it, and while there does seem to be an attempt to convey larger messages (working together, connections and how social media can empower rather than hinder), I cannot help but find the basic gameplay loop to be extremely boring. To me, the gameplay loop seems to be a glorified deliveries simulator, as if you were working for Amazon Prime after the apocalypse. But again, I haven't played the game, so maybe I'm wrong. What do y'all think, as game devs and designers?
    48. Hello people! Thanks for taking the time to read this post. I've been using Unity for a while now and I must say that I'm very impressed with it. Definitely a jump up from XNA. However, something that I've noticed that leaves a lot to be desired is the 2D tile-based collision. Below is a little video of a game I've been working on with a friend which demonstrates my problem. Essentially, games that use huge open planes and polygons don't seem to have many problems with collisions, but when a game consists of lots of small tiles stacked alongside each other, objects tends to get stuck in-between the gaps. For example, if I have a horizontal strip of little tiles, and the player runs along the top, sometimes he'll come to a standstill and have to rebuild his momentum, However, this is much more noticeable for the ball. The ball seems to consistently bounce around randomly by hitting into edges, due to the nature of how fast and random it moves, making it very hard for players to line up shots and make meaningful choices in how they attack the ball. So after doing a little Googling, it seems like there's absolutely nothing on this topic. It baffles me, because tile-based platformers seem to be everywhere on Steam! So after some more digging, I saw that many people were using composite colliders, so that after the level is generated, the tiles all merge together into one polygonal/composite collider. However, I've found that this problem still occurs even when using this method, especially near corners. Am I possibly overlooking a simple solution here? This has been giving us grief for months now! It's also worth mentioning that composite colliders create another problem within our game world. The blocks within the levels are meant to be damaged upon contact with the ball. However, when these are nested inside an object using a composite collider, none of these collisions fire off any more, essentially making all the blocks in the level indestructible. Is there a way to cycle through all of the colliders inside of a composite collider to check them individually? Any help would be mundo appreciated.
    49. rogerdv

      Your Feedback Is Requested!

      So, this is a sort of post-apocalyptic fantasy? Im going to give you my opinion as writer. What I see here is an idea, but not much more. You must develop it, "fill it" with something more: whats the conflic? what are the mysteries? who is the villain, his minions? what difficulties will our character face through the story?
    50. frazzledguy

      Aspiring Level Designer

      Hello All, Thank you for taking the time to read this. For security purposes I will go by my username. Basically I am in the last few courses before I get my degree in Game Programming and Development I am very anxious about my skill level and I wonder are there any tips or resources (using UE4) that can be shared that could help me get my skills up to snuff. I would say my weakest link is programming and visual scripting. I can piece levels together using free assets but they never really flow properly. In addition, are there any good level design resources that can be shared to help up my game. Also when employers look at prospective employees what are some of the things they are looking for when finding a new level designer. I have read job descriptions and they seem light on programming (visual or otherwise) but how true is that. In your experiences as level designer how often have you been required to use programming and how intensive did it get. Again thanks for reading, Frazzled
    51. Overloaded

      Pixelorama v0.4 is out!

      Hopefully this update might be the last one that has this horrible UIThese last days were surprisingly productive. The update would have rolled out sooner if I didn’t have such a hard time with Undo/Redo. The good news is that my team and I are working on something new, and I need your help! Read until the end to find out what it is! But, for now, v0.4 changelog: Undo/Redo, at last! For all the mistakes happy accidents! Mirrored drawing both horizontally & vertically. Lighten/Darken tool for shading! Tool that lets you paint all pixels of the same color, with another color! Importing custom brushes from a “Brushes” folder! You can now re-name your layers! Flip your sprite horizontally or vertically! (Thank you danielnaoexiste from GitHub!) You can now remove custom “project” brushes. Notification labels that appear when you do an action. For example, if you undo something you drew, a label will appear saying “Undo: Draw”. This one was a last minute addition! I’m sorry, I could not resist. And here’s your showcase video!I would also like to give special thanks to Calinou and danielnaoexiste for contributing to Pixelorama’s GitHub repository! My team, Orama Interactive, has started preparing a new website for all of our projects, including Pixelorama! The website is nearing completion, but we still need to pay for Wix’s services. If you’re interested in Pixelorama and our future projects and would like to see a beautiful home for them, please consider donating on PayPal and Ko-Fi! Thanks for your time and as always, happy painting! Pixelorama is available on GitHub and Itch.io! View the full article
    52. RoKabium Games

      SAMA

      Images & screenshots from "Something Ate My Alien" game by RoKabium Games. Steam: https://store.steampowered.com/app/1047870/
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!