Despite being called Windows 11, you can actually open upwards of 12 windows at once.
I hope they don't patch out this critical oversight
Despite being called Windows 11, you can actually open upwards of 12 windows at once.
I hope they don't patch out this critical oversight
Try it here: icefish-software.itch.io/monkeying-ar...
Can you get to 10 points?
Try it here: icefish-software.itch.io/monkeying-ar...
Can you get to 10 points?
Instead of hard-coding numbers in your program, you should have those values tuneable via a debug UI. This massively speeds up design iteration and will get your character feeling dialed in.
Here I am using ImGui.NET with some reflection to create sliders from fields in a struct.
Instead of hard-coding numbers in your program, you should have those values tuneable via a debug UI. This massively speeds up design iteration and will get your character feeling dialed in.
Here I am using ImGui.NET with some reflection to create sliders from fields in a struct.
1) Standing
2) RunBegin
3) Running
4) RunEnd
5) JumpSquat
6) InAir
A game like Smash Bros melee has over 100 states for their character controller. (rukaidata.com/PM3.6/Captai...)
1) Standing
2) RunBegin
3) Running
4) RunEnd
5) JumpSquat
6) InAir
A game like Smash Bros melee has over 100 states for their character controller. (rukaidata.com/PM3.6/Captai...)
Play in browser: icefish-software.itch.io/whack-a-key
#indiedev #rust
Play in browser: icefish-software.itch.io/whack-a-key
#indiedev #rust
www.twitch.tv/icefish_soft...
#rust #gamedev
www.twitch.tv/icefish_soft...
#rust #gamedev
Is rust any good? Find out here:
www.twitch.tv/icefish_soft...
#rust #gamedev
Is rust any good? Find out here:
www.twitch.tv/icefish_soft...
#rust #gamedev
Last time it would generate a tree structure. Once a branch was created it would never re-join the rest of the cave.
I've now improved it by adding a system so the branches connect and create loops. It's a more natural cave that's better to explore.
#indiedev #monogame
Trying to optimise my game engine written in C#
#gamedev #indiedev
Trying to optimise my game engine written in C#
#gamedev #indiedev
On the bottom I am zooming in and out of my game. On the top we have a live profiler measuring how long it takes to render the game(yellow bar).
As I zoom out it will grow from <1ms all the way to 10ms.
On the bottom I am zooming in and out of my game. On the top we have a live profiler measuring how long it takes to render the game(yellow bar).
As I zoom out it will grow from <1ms all the way to 10ms.
www.twitch.tv/icefish_soft...
Using C# and MonoGame/XNA to create a space exploration game. #monogame #indiedev
www.twitch.tv/icefish_soft...
Using C# and MonoGame/XNA to create a space exploration game. #monogame #indiedev
(2 + 1) is prime
(2^2 + 1) is prime
(2^2^2 + 1) is prime
(2^2^2^2 + 1) is prime
This pattern continues forever. I have a magnificent proof but the character limit is too small to contain it.
(2 + 1) is prime
(2^2 + 1) is prime
(2^2^2 + 1) is prime
(2^2^2^2 + 1) is prime
This pattern continues forever. I have a magnificent proof but the character limit is too small to contain it.
github.com/AugsEU/arid-...
I also wrote a mini-book explaining the whole codebase: drive.google.com/file/d/1-DV7...
If you want to learn how to make your own #indiegame , this goes through the entire process.
#gamedev #monogame
github.com/AugsEU/arid-...
I also wrote a mini-book explaining the whole codebase: drive.google.com/file/d/1-DV7...
If you want to learn how to make your own #indiegame , this goes through the entire process.
#gamedev #monogame
This was inspired by Masahiro Sakurai's video on camera controllers. The basic principle is that the camera shouldn't stay locked on the player's position exactly, but rather it should detach a little bit when jumping.
#gamedev #monogame
A familiar face from my previous game has found himself in my new engine. I managed to get an animation controller working for him.
The workflow is with #aseprite which exports a sprite sheet + data. That data is then used to create the animations in-engine.
A familiar face from my previous game has found himself in my new engine. I managed to get an animation controller working for him.
The workflow is with #aseprite which exports a sprite sheet + data. That data is then used to create the animations in-engine.