Gamedev
I don't know how popular this will be here, but it feels worth posting just in case.
The tweet from Cellar Door Games says: >It's been over 10 years since we released Rogue Legacy 1, and in the pursuit of sharing knowledge, we are officially releasing the source code to the public. https://github.com/flibitijibibo/RogueLegacy1/ Eternal thanks to @flibitijibibo for setting this up, and being with us since the beginning. Here's a direct link to the tweet: https://x.com/CellarDoorGames/status/1846246914406195662 Here's a direct link to the repository: https://github.com/flibitijibibo/RogueLegacy1/
cross-posted from: https://sh.itjust.works/post/26302350 > cross-posted from: https://sh.itjust.works/post/26302348
cross-posted from: https://lemmy.world/post/19779232 > Getting your game noticed is a tricky business when you have to punch through the noise of the [more than 10,000 new Steam games](https://steamdb.info/stats/releases/) releasing each year. Young Horses, the developer of Bugsnax and Octodad, have found itself in an even trickier spot: Thanks to Google, people are expecting a Bugsnax sequel that doesn't exist. > > "We are not working on a Bugsnax sequel right now and I need AI bs to stop telling kids we are based on a wiki ideas fanfic," Young Horses co-founder and president [Philip Tibitoski tweeted](https://x.com/PTibz/status/1834555767220732011) earlier today. It turns out, through the wonders of algorithmic search result curation, Google's featured snippets have been informing people that Bugsnax 2 will be releasing in October 2024, despite the fact that neither Young Horses or any other developer are making it.
A few days old, but I didn't see it pop up at the time and it slipped by me.
In a PAX West panel Spencer talks about mistakes made while head of Xbox. Video of the full panel is linked in the story.
I tried to roll my own alternative, but it's a way bigger undertaking than I initially thought. I have a quite decent audio system for Windows/Linux (MacOSX missing due to lack of hardware), so I can just skip that, if it relies on "variable size" buffers or its only audio capability being "function that plays WAV/MP3 directly". DLL/SO preferred. I don't need duplicates of things that are already in any standard library.
2024 is going to be a great year for 3D platformers! Here's a list of seven of the best looking upcoming 3D platformers from indie developers!
Found out about procedurally Generated stuff in Unreal recently. Might be a game changer for me. Next up, a procedurally Generated town.
https://itch.io/jam/games-for-blind-gamers-3 This is the third one, and you can check out the previous one here! https://itch.io/jam/games-for-blind-gamers-2 We had 30 entries last year and are hoping to have even more wonderful entries this year! If you have any questions feel free to ask, or join the discord! https://discord.com/invite/Zd6B7vYBDx
Is there a not hard way to use UDP in browser yet?
I want to implement a multiplayer 2D browser game. I make software professionally but this is my first serious game (I dabbled a little in SDL and SpriteKit). Looking at my options in terms of technology I must admit I’m a little overwhelmed by the possibilities between GDevelop, Phaser, Kaboom, etc. For people who have experience developing for the browser what do you recommend? My main criteria are performance, documentation and community. Thanks !