deadlyorchard.bsky.social
deadlyorchard.bsky.social
@deadlyorchard.bsky.social
I love the backlit silhouette. Great work
May 23, 2024 at 9:06 PM
Depends on the style and game for sure, but free tools like FireAlpaca (pixel art), Blender (3d/2d), and some programmer tools like SDL2 (graphics lib) and Flecs (entity component system) are my personal favorites. Being tied to a subscription to express my passion sounds like a living hell.
May 23, 2024 at 9:04 PM
I don’t think that’s the legit google cloud… I also have no idea what your post means
May 15, 2024 at 3:37 AM
It’s impressive how much detail you were able to convey with such low res for the volcano. I love it
May 13, 2024 at 4:12 PM
Golly I sure hope it’s movement based :)
May 13, 2024 at 4:01 PM
AI is never original in its creations. Maybe you should consider what that means about your art style if someone misinterprets your art as AI generated
May 13, 2024 at 4:06 AM
Respectfully, you are a prompter, not an artist. Hope this constructive criticism helps your creative workflow/outlet :)
May 13, 2024 at 4:03 AM
Anyways, here's the [repo](github.com/DeadlyOrchar...) :)
It was difficult to find resources on compiling using this framework with C++ programs and SDL2. I may make a video on it soon, unless I somehow just couldn't find wherever those resources are
GitHub - DeadlyOrchard/ConwaysGameOfLife
Contribute to DeadlyOrchard/ConwaysGameOfLife development by creating an account on GitHub.
github.com
May 10, 2024 at 8:00 PM
My implementation uses C++ for the core game, SDL2 library for rendering to the screen, and Flecs for an ECS. I know an ECS is overkill here, but I gotta learn how to use it somehow, right?
May 10, 2024 at 8:00 PM
It seems like game dev is going through what animation went/is going through with 3D CGI. Big corps thinks they found a way to make a video game factory. Following the analogy, He’ll Divers 2 is basically the Spiderverse
May 7, 2024 at 4:31 PM
Try looking up game dev specific workflows with Blender. If you use Unity/Unreal then I’m sure there’s tutorials for baking and exporting with animations n such. If you don’t then it is still a good starting point :)
May 2, 2024 at 5:44 PM
Very inexperienced indie dev here, but I’ll give it a shot. I usually have a flowchart represent branching so that I don’t have to keep it all in my head. As the game is developed, the branches can merge back together if there’s too much branching going on
April 14, 2024 at 10:55 PM
And then there’s the N64 controller. Then again, even a child’s drawing is art.
April 14, 2024 at 1:31 PM