What are the most simple free engines and tools for a beginner?
I belive i would like to try making games but my laptop isint that powerful. Its a thinkpad from like 10 years ago, i upgraded it to a 250gb ssd, and 16gb of low voltage ddr3, i also put linux on it to screeze out as much as possible. So i need something that will run but im struggling on choosing expecially sense i want to start for free. I want to start with something dead simple and work my way up.
What would you suggest and why so?
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More about: Beyond the Iron Cycle
check the release post:
release-post
Beyond the Iron Cycle BTIC is fully independent project by one entity.
It is very hard to work and publish such a project as a single entity. Allthough the programming itself - on its own - is already hard, but the harder challenge is to publish the game as independent as possible - and when you know the project, you will know why this has to be as independently published as possible.
After trying several options (github, gibtlab, bitbucket, Savannah, http-hosters, ... - those are more/less: centralized/offering a lot of not needed features/unnecessarily complicated/hosted by toxic-entities like Microsoft/payed services) i think that lemmy is best platform and community to publish the project.
The code i wrote is really easy to check, if in doubt test this on some old laptop or raspberry pi - no strings attached.
Also i choose not to host this (very special) project continually, but until some (yet unknown) point in the future as limited downloads.
Until then, you will find the "release fountain"-post in the according community: lemmy.ml/c/btic
for some time i will answer some questions about the game here in the comment-section of this post.
thx, good luck and have fun!
Many things occur as a chance, but some chances may drift away in time and space and they will never come back.
[edit: typos, name hosting-options]
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I'm gonna be honest, OP. The way you're doing this is going to be a VERY tough sell to basically everyone.
It's already difficult to understand what your game even is, and then when you add the fact that it's only available from time-limited download links embedded in obscure Lemmy threads... let's just say I'd feel more comfortable downloading software from a URL I found scrawled on the wall of a gas station bathroom than whatever it is you're doing.
You say that the code you wrote is "really easy to check", but where? It's not hosted on a public repo, so the only way for people to audit your code is by downloading your "game", which, again, is a tough sell when it could be literally anything.
If it walks like malware and it talks like malware...
as a lemmy.ml admin the only way i can remove this post on !indiegaming@lemmy.world is to ban the user with "remove content" checked, which i am for now refraining from doing because i think they might actually be sincere.
however i strongly advise against running this, and therefore i removed links to it from lemmy.ml communities... while preserving one in their modlog (along with advice to OP) in case someone wants to audit it.
reWinWar 0.0.5 release. Computer opponent starts actually playing the game
The computer has taken its first steps toward actually playing the game.
At the moment, its logic is limited to land units (tanks and infantry). Aviation and naval forces are not fully implemented for the player yet either.
The AI can construct buildings and units (within its budget), move them through friendly territories, and attack weak neighboring zones when an opportunity arises.
For now, I’m postponing further AI improvements and shifting focus to the user interface. The goal is to complete the overall game structure and architecture. This includes the main menu, options menu, save/load system, and a basic sound system.
reWinWar by reWinWar
A simple wargame heavily influenced by Silicon Commander Games' WinWar IIitch.io
release fountain : Beyond the Iron Cycle
#linux #gaming #indiegaming #cyberpunk #decentralization #free-and-libre #terminal #unix #network
release fountain : Beyond the Iron Cycle
check out the release post:
release-post
download:
limewire.com/d/LUrxA#ZfERLUVwx… (limited downloads)
sha256sum:
9cfb455a5ce72fd9fa9c9929cbb6ca6de6c120074da9921e5d656dbb7330e3bc hc-25-12-17.tar.bz2
game start:
POS: Pos: r=1.1 SNU; dlt=32.11; phi=45.06 - relay pod
. . . This is an automated beacon signal . . .
You managed to reach the relay-pod, right on the edge
of the estimated maximum extend of the Iron Cycle.
You need an operational hypercore to jump away from here.
Intermediate tasks:
- get&start the hypercore (hc-YY-MM-DD.tar.bz2)
- start a tor daemon
- contact the outpost pod [Sun, UTC 18-20]
- configure a tor-service (check MY_README)
- set up an url1 ([r][h])
- send a peer request to user1
[edit: title,link-target]
CtrlAssist: Controller Assist for gaming on Linux 🎮🤝
CtrlAssist – an open source project to bring more accessible, collaborative gaming to Linux! Inspired by PC gaming sessions with my own family, where both young and old relish exploring rich stories with immersive worlds (like Witcher 3, RDR3, Hogwarts Legacy, etc) but find coordinated combat or movement control too challenging to play solo, CtrlAssist lets you combine multiple controllers into one virtual gamepad, much like assist features on dedicated game consoles.
Whether your helping grandparents through tough boss fights, or co-oping with nieces and nephews to level age gaps, CtrlAssist aims to make PC gaming on Linux fun and accessible for everyone. While I’m certain similar utilities exist, I also just wanted a holiday hobby project to practice Rust development while scratching a personal itch.
Please give it a try, share your feedback in the relevant discussion categories, or check out the open issues if you’d like to contribute, help is always welcome!
- Developer Feedback and Rust Community Discussion
- User Feedback and Accessibility Community Discussion
#RustLang #LinuxGaming #Accessibility #OpenSource #CtrlAssist
GitHub - ruffsl/CtrlAssist: Controller Assist for gaming on Linux
Controller Assist for gaming on Linux. Contribute to ruffsl/CtrlAssist development by creating an account on GitHub.GitHub
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Indeed it's just a placeholder logo until a real human artist would like to contribute, as I'm no talented graphics designer myself. I still think it serves a purpose to quickly and visually illustrate what the project does, as all of the key words and terminology used by similar efforts never reached a consensus or becoming a household names.
Xbox initially called this Copilot (lol, on brand), Apple calls this buddy mode, PlayStation just filled it under Access™, so something to link words to an intuition is better than nothing at the moment. If you have any suggested SEO for folks to find this is that's what their looking for, let me know. I've been in the trench for too long to know less technical jargon folks would use.
I'm also already transparent in using AI for rubber duck sessions in the public pull requests, so anyone agents AI would already probably object to its origins.
I'm finally releasing my indie game demo. Here's the trailer if you're interested!
I posted here a couple years ago about my indie game, now it's finally releasing! Please check it out and wishlist on steam if it looks like your kind of game.
store.steampowered.com/app/399…
No More Mages Demo Trailer
The trailer for the years-in-the-making demo for No More Mages, coming in December 2025. Climb the Tower. Fight the Magic. Slay the Mage.Wishlist now on Stea...YouTube
SwipeFury – The Swipe-and-Combo Game You Can’t Put Down!
Hey everyone! 👋
Check out my new indie game SwipeFury — swipe combos, fight waves of enemies, and see how high you can score! ⚡🗡️
Play it here: lly-boob.github.io/
Here’s a quick screenshot/GIF: [upload image or GIF here]
Would love your feedback and thoughts! Thanks! 🙏
Block Blaster — Free 3D Swipe & Burst Arcade Game
Fast-paced 3D WebGL block blasting game. Swipe to burst blocks, survive the speed, and avoid instant game over. Play free — no download needed.lly-boob.github.io
Block Blaster — Free 3D Swipe & Burst Arcade Game
Fast-paced 3D WebGL block blasting game. Swipe to burst blocks, survive the speed, and avoid instant game over. Play free — no download needed.lly-boob.github.io
What game engine is the best for my laptop? and good for a total beginner?
Not sure if this goes her because im new to lemmy, but i have a snapdragon plus laptop, 16 ram, no gpu, i got this laptop recently when it was on sale for portability and because chromebooks are bad.
I want to get into gamedev and explore both 2d and 3d but im unsure what to try with my laptop as a newcomer not knowing much?
What would you suggest and why so? i need the simplest of the simple.
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You mention Raylib in another comment. I can definitely see that for anyone who wants a tilemap/pixel project or small-scope 3D... but even then it's likely to involve making boilerplate stuff, unless you can lean on libraries (which makes more sense if you know exactly what you're trying to make).
I've really only tinkered with Godot TBH, but lots of things are easy to do in the editor that would be something manual in Raylib. Considering both have bindings capability, Godot makes a lot of sense for the systems it has.
Even with my difficulty I'm not sure what's "complex" about Godot, I would agree some systems need more work (nobody stepping up, some requests rejected for being 'too niche') but that is something else entirely. Is the "complex" part that you want a framework rather than an engine?
Also "competing" is odd when one is free (and easy to run) while the other is trying to screw over its users. I would say it competes as much as it needs to. Any sane game developer probably isn't attempting to make a questionably-large-scope game. Especially if they can't even run the questionably-big engine on their hardware.
Indie Studio Released 10,000 Game Assets To Help Devs Avoid AI
cross-posted from: piefed.social/c/Bside/p/154047…
Two-person indie studio Chequered Ink launched a pack of 10,000 game assets to "give budding developers an alternative to AI", which includes over 9,000 graphics for platformers, RPGs, puzzle games, board games, and more, as well as over 700 sound effects.
Indie Dev Released 10,000 Game Assets In Response To Generative AI Boom
"Stories will always be better told when they're crafted with human hands."Amber Rutherford (80lv)
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No. I'll name three.
Pleias, an LLM family of models that train on the common corpus, compliant with EU copyright and fair use law. They filtered a public domain dataset for racism and other bias's, and released the results.
common canvas is a (suite) of text-to-image models trained on a data they know is well sourced.
Apertus, public ai is a chat-gpt style bot made in collaboration with the swiss government, with a commitment to using only training data that complies with swiss fair use. They've chosen a model design that let's them remove training data which is improperly labeled, or becomes no longer accessible (ie, by changing robots.txt).
Not to mention the hundreds of models academics in ML have trained using things like open diffusion and public datasets (see also these hobbyists).
They don't have advertising budgets (generally). But you see a steady stream of open models on arXiv.
Common Models - a PleIAs Collection
The first generation of models pretrained on Common Corpus.huggingface.co
Have I ever talked to a struggling artist?
Because if I had, then I would know they are sad and worried because ai took their booming business of creating textures and now it's difficult to pay the bills? 😀
Artists have always struggled. Whole of human history. I met many artists and I don't think any of them had much money.
But that's beside the point. There is a world of textures ai can be trained on without stealing anything. It's textures.
The Making of Disco Elysium - Part One: Foundations | Noclip [38:49]
The Making of Disco Elysium - Part One: Foundations
Support our work via Patreon (get perks!) ► https://www.patreon.com/noclipor Join Noclip on YouTube ► https://bit.ly/3nH3FUfSUBSCRIBE for More Free Game Docs...YouTube
I guess just the color tag on the character is enough, though will likely need to manually enter the color-code each time (I have my own palette, even worse if I even need to change* it). Also neat that the outline can be change this way too (not shadow?), though seems a bit messy to stack these in BBCode.
I'm guessing custom effects might be the thing that would allow me to make my own color map. Not sure if that would always apply or if I'd have to wrap any icon in custom BBCode for that to apply, and either way still not textmesh (or label3d).
Also for my complaint on the node itself, I guess it's the same as a normal label with font scaling, just throws me off with the small default font size looking blurry in the editor (and existing fonts probably make more sense for smaller text, or even 2D text in general)
* shader globals don't seem to work here (unless I'm missing something), though also my palette is ordered (7x5) so a vertical list isn't great anyway. OTOH I did use 3-digit hex codes, so it's not difficult to type in (remembering/interpreting, not so much)
What’s your game about? 👀
No game yet (and maybe never), currently have mainly messed around with models+vertex colors (Blender, not good with that either), not quite happy with the gridmap node.
With my world so far I guess it has sort of a low-poly dream-core aesthetic, but without a pixel filter (nor textures mostly). Tile floors, purple sky and glowing moon, random stuff everywhere, and it's all on a floating island.
You could use the custom tag! You can do some crazy things with it, but a set color for a keyword wouldn’t be too bad: docs.godotengine.org/en/stable…
Interesting game, nothing wrong with some style exploration! Modeling stuff is still a bit magic to me
BBCode in RichTextLabel
Introduction: Label nodes are great for displaying basic text, but they have limitations. If you want to change the color of the text, or its alignment, you can only do that to the entire label. Yo...Godot Engine documentation
Preserving code that shaped generations: Zork I, II, and III go Open Source
When Zork arrived, it didn’t just ask players to win; it asked them to imagine. There were no graphics, no joystick, and no soundtrack, only words on a screen and the player’s curiosity. Yet those words built worlds more vivid than most games of their time. What made that possible wasn’t just clever writing, it was clever engineering.Beneath that world of words was something quietly revolutionary: the Z-Machine, a custom-built engine. Z-Machine is a specification of a virtual machine, and now there are many Z-Machine interpreters that we used today that are software implementations of that VM. …
Preserving code that shaped generations: Zork I, II, and III go Open Source
Microsoft’s Open Source Programs Office (OSPO), Team Xbox, and Activision are making Zork I, Zork II, and Zork III available under the MIT License.opensource.microsoft.com
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Does a MUD engine with support for time zones exist?
I'm pretty new to Multi-User Dungeons so i'm not sure this question makes sense. It seems like every MUD engine i've seen that mentions a day/night cycle makes no mention of localized time, or it being day in one part of a large world and night in another part at the same time.
I'm considering trying to make my own MUD, and this (along with localized weather) is something i'd want it to have. If no engine supports this, how hard should i expect it to be to make this work in an existing engine?
Is there anything else i should know, since i currently don't have much experience in anything more complicated than Inform6?
I used to play a modified circlemud 3.0
Iirc different "zones" could have different weather, though I can't remember if the they had different day night cycles, but even if they didn't that doesn't mean you can't make it work the way you want it to.
Not sure what you are planning but I may have a bunch of old zmud maps, and I have a spreadsheet and a .TXT document with a while bunch of items statted out that I would be willing to give to you. I might even be able to connect you with someone who last hosted/ran the one I played. Would have to see if they are still around
[Giveaway] Amnesia Fortnight 2017 Prototype Game Keys
Hey everyone.
I thought I'd share my extra game prototype keys here, as they would be more likely to be used by those who make game prototypes.
I'm not 100% sure these are all on Steam still, but they're free to try out. So have at it.
PLEASE comment on which game key you claimed so I can scratch it off.
I Have No Idea What I'm Doing -- VR game prototype
9MBIR-IP8QE-LHZDK
Kiln -- game prototype
6BRRR-IV6Q2-R75D7 ... 6HVIA-AJAV4-PQY2Z ... 677LM-6Z636-HGQBM
The Gods Must Be Hungry -- game prototype 9M23Q-GYW4C-W6J4M
Enjoy
I Have No Idea What I'm Doing
“I Have No Idea What I’m Doing” is a fast-paced VR party game by Zak McClendon where you need to rely on your friends outside VR to figure out who you are, where you are, and what the heck you’re supposed to be doing.Dodeca Studio
The Evolution of ARC Raiders EP1 - Finding ARC Raiders | ARC Raiders [27:08]
The Evolution of ARC Raiders EP1 - Finding ARC Raiders
From six developers chatting in an apartment to the very first designs, gameplay mechanics, and ARC enemies, take a look under the hood at the early days of ...YouTube
DayZ creator says frameworks are the future of game dev
Rocketwerkz CEO Dean Hall and Floating Point Origin Interactive founder Felipe Falanghe sound downright giddy when they talk about the new C# framework named "Brutal." During a recent call with Game Developer, the brains behind DayZ and Kerbal Space Program couldn't stop making random asides to each other about what they've pulled off with the tool and how they've inspired each other's work.Their joy was infectious because once you understand how Brutal functions, you realize every new feature is a bona fide accomplishment even for this pair of seasoned developers. "It's called Brutal for a reason," Hall said after Felipe compared working with it to the experience of sitting on a bar stool while all your friends using engines like Godot are sitting on a comfy couch.
Rocketwerkz CEO says frameworks, not engines, are the future of game development
LLMs play a surprising role in a revival for language-based programming in game development, says Rocketwerkz CEO Dean Hall.Bryant Francis (Game Developer)
For someone like me, who was a bit lost on the meaning of framework, framework here is what you use to build an engine (I thought it's on top of the engine instead)
Also, the beginning of the article is a bit messy and the author jumps around thoughts, but it gets an interesting read, and they even talk about how to actually use AI for benefit instead of for multiplying bugs:
"It's hard for me to talk about it without sounding like a cult member," Hall said sheepishly, when describing how he uses ChatGPT while working in Brutal. But he and Falanghe agreed—using LLMs has made language-based coding an easier task.Not that much easier, to be clear. They both said that when querying an LLM, they rarely copy and paste whatever code it generates. Instead they ask questions about C# libraries or Vulkan documentation, and the software is able to return high-quality answers. Answers that normally require programmers to sit down for hours to pore over documentation or scour ancient forums to find that one post with the solution (which was probably written in 2014).
"An LLM is essentially tokenizing language, then putting masses of vectors around that to build linkages between those tokens," said Hall. "What could be better than a highly-structured, in fact brutally structured language?" Vulkan and the latest version of C# are very "highly structured, with very clear syntax."
Developers critical of ChatGPT maker OpenAI should be able to replicate this process on open source models like DeepSeek, Falanghe said (though he hasn't tried this himself).
This process doesn't work as well with Unity and Unreal because they're both "highly spatial" as a result of their visual scripting tools. A solution for one game's problem may not work with another because of the different scripted elements. LLMs scouring the web can't produce consistent answers.
It is also the opposite of vibe coding, a method where programmers tell an LLM what they want a system to do and it generates code—and it isn't code completion, where AI tools "predict" what someone is typing and finish the string for them to speed up their workflow. The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video.
Maybe we will finally see no-vibe solutions, like we saw no-code solutions 🌚
When it comes to game development, engines usually have their own IDE and have many tools ready that make it so you don't have to code everything - in Godot, for instance, you can create AnimationPlayer and AnimationTree to handle animations.
Frameworks (MonoGame for C#, libGDX for Java, LOVE2D for Lua) can be understood as "pre-engines" or libraries for those coming off webdev, they offer lots of ready made functions to make your life easier (input handling, loading and handling most types of data, showing stuff on screen), but you'll still need to code pretty much everything else.
Visual scripting tools like Unity and Unreal Engine were supposed to speed up development and let designers think more about their game and less about blocks of code. Why would we go back to a world where everyone's building their own game engines?
A number of reasons I can think of. \
One: debloat and performance. Unreal and Unity are extremely bloated. As much as I enjoy Godot, the bare minimum executable that it produces is over 20MB. Less bloat means less code being shipped which typically translates into better performance. \
Two: better control of what's going on. Sure, UE's source is open for you to peek in and see what's going on, but it has literal decades of baggage. Unity has its way of doing things and, other than plugins, you're stuck with it. The point that Dean Hall makes of these engines all working based on scenes^["If you take Unity or Unreal, you have this editor scene and push play, it becomes a game scene and everything in it is relative to 0-0-0 of that scene," said Hall. "That's how you draw things, and it's so ingrained that people have a hard time imagining something that's different." (...) The thinking wasn't "Unity can't do this, I need a tool that can do this." It was "our game needs floating origin to work this way, how do we do it?"] and not every game needing that is spot on. \
Three: Visual scripting isn't new and it leaves you stuck with the tool. There are several engines that offer visual scripting, some decades old (Clickteam Fusion, GameMaker, RPG Maker, Construct), being widely used for simpler games, but never for stuff that "thinks outside the box", so to speak.
Hall made a rather bold prediction: frameworks like Brutal, not game engines, will be the future of the game development.
I wouldn't go that far. A lot of big budget games will still use ready-made engines like UE and Unity simply due to cost and time, others will do things on their own "hard" way. CDProjekt ditched their own custom engine that powered Witcher 3 and Cyberpunk 2077 to work with UE going forward.
The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video. (...) You can boil down Hall's theory about what he calls "the death of big engines" to this: if LLMs make language-based coding more accessible, than visual-based scripting loses its edge.
Not going to be the "death" of big engines because he's putting waaaay too much faith in people bothering to even search "how to do X using Y framework".
Hall's vision of the future game industry is almost the polar opposite of the one pitched by UGC platforms and AI boosters. Instead of a world where game development becomes easier through simplified tools, it becomes more accessible through easier understanding of language-based programming through LLMs.
In other words, it's a StackOverflow that won't berate you for "a stupid, repeated question" which should, in theory, help out with new stuff so long as it is properly documented, which seems to be the case with the Vulkan API
Umurangi Generation Review
Umurangi Generation Review
Umurangi Generation is a photography game with a unique style and a strong message. It's fun to explore these bright and vibrant worlds taking photos and seeing all the unique things going on. It's...PeerTube.wtf
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Keyboard Football Game
Keyboard Football Game
CONTROL_MAP = { # Movement & Basic Actions 'Up_Arrow': {'action': 'MOVE_UP', 'type': 'movement'}, 'Down_Arrow': {'action': 'MOVE_DOWN', 'type': 'movement'}, 'Left_Arrow': {'action': 'MOVE_LEFT', 'type': 'movement'}, …Codeberg.org
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I get that, but I didn't understand why you posted the code as an issue instead of checking in the code to your repository. If you're not familiar with git version control, you could start with the basics alongside your first projects (even if they are AI-generated).
But after looking at your repositories, I think I have too many questions that are probably better left unanswered °-°
Eldiron – Free and Open Source Retro CRPG Game Engine
Eldiron - Free and Open Source Retro CRPG Game Engine – GameFromScratch.com
Eldiron, The Retro RPG Creator is an open source Rust powered game engine for creating CRPGs like Ultima and WastelandsMike (GameFromScratch)
Eldiron: The Open-Source RPG Maker for Retro Western CRPGs Like Ultima & Wastelands
Eldiron: The FREE Open-Source RPG Maker for Retro Western CRPGs Like Ultima & Wastelands
There have been tools for creating RPG games available for decades... JRPGs that is. If you were more of a western style CRPG fan there weren't nearly as ma...YouTube
My Games
My Games
## 🎮 Game_1 – Pygame Prototype This issue introduces the first playable version of **Operation Free Passage – Strait of Hormuz Simulator**. Below is the complete Python code (v1.0) for discussion, testing, and iteration.Codeberg.org
I mean, it depends on your expectations?
If the game engine is user friendly, like GameMaker for example, then probably a kid could make something pretty simple. I wouldn't expect a kid to know how to program something from scratch or for Pico-8 or something.
The 31 Devs Fired Before They Could Finish GTA6
The Rockstar Workers Fired Before They Could Finish GTA 6
We traveled to Edinburgh to meet the 31 employees fired from Rockstar Games ahead of the release of Grand Theft Auto 6. Rockstar claims these firings were du...YouTube
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Unity Prices Increasing
Unity Prices Increasing
Like death and taxes, price increases are an inevitability... well at least if you are subscription based like Unity are. Unity have just announced their an...YouTube
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[Godot] The Kitty's Gauntlet
I made a YouTube channel for the kitty game so as not to fill catbox.moe with kitty litter (dev snippets) 😹
Props to the Titanfall modding community, this was super easy thanks to their excellent tooling... I was able to extract the map files from the game install and import them to Blender -> clean and export to GLTF -> import to Godot 🙀
Just for funsies... 🐱
Made a titanfall-esque movement system for my silly little kitty in Godot 🐱
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I love Titanfall's out-of-mech experience, so this looks great. Don't forget the ground slides as well.
Even if you just made some time trial gauntlets, this looks like it would be really fun.
Sliding is planned! Will likely be belly slides because I suck at animating 😺
I should probably try to replicate the gauntlet for funsies...
Game design is simple, actually - Raph Koster
Game design is simple, actually
So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not u…Raph Koster
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Recreating "Melting GPU" Glitch Artifacts in Unreal | Jam2go [21:14]
Recreating "Melting GPU" Glitch Artifacts in Unreal
Kitten Burst: https://store.steampowered.com/app/1592360/Kitten_Burst/Wishlist GANGSTALK: https://store.steampowered.com/app/3235140/GANGSTALK/Glitch Texture...YouTube
I spent 2 yeas on making my own game and it is now on steam and very cheaper
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Not this guy again.
Blatant poor copy of The Long Dark.
I won’t stop calling you out for being a hack.
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The only connection between "game dev" and their posts has been "I made this" as well. Not about the dev experience or progress or anything like that. Just low-key ads/marketing, unfortunately.
IIRC and from the two or three previous posts I have seen anyway.
Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Worker Cooperative Business Models for Game and Software Developers - An Unusually Insightful Seminar
Detailed and enlightening webinar exploring how worker owned software cooperatives function, best practices, potential pitfalls, and advantages. This talk features the insight of workers from coope...kolektiva.media
I spent 2+ years on making my own game and finally it is on steam and not expensive price
Gaijin Entertainment announced EdenSpark, an open source "AI-assisted" platform for making games | GamingOnLinux
EdenSpark seemed like a pretty exciting announcement for game developers and the open source community, until you read about the AI generation involved.Announced today by Gaijin Entertainment they say it's the "first open-source platform that lets independent developers make their games accessible to console users hassle-free and truly own the code of their creations". A fair amount of the focus seems to be consoles but it will also support Windows too. However, since it's all going to be open source, I've no doubts people will quickly begin hacking away at the code to run it on Linux.
I doubt it will be something great.
Well, but never say never...
Game Development hat dies geteilt.
The Godot Ultimate Asset Humble Bundle
The Godot Ultimate Asset Humble Bundle – GameFromScratch.com
A New GameDev Humble Bundle for Godot Engine developers, the Godot Ultimate Asset Bundle by Leartes Studios ONE WEEK ONLY!Mike (GameFromScratch)
Bloodthief Took Me 2.5 Years To Make - Blargis (YouTube, 25min)
This Game Took Me 2.5 Years To Make
➤ OUT NOW ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/In this devlog I talk about the full journey of finishing Bloodthief. Thank you fo...YouTube
Programming Space Game For X86 In Assembly Without An Operating System
Programming Space Game For X86 In Assembly Without An Operating System
In this video our hacker [Inkbox] shows us how to create a computer game that runs directly on computer hardware, without an operating system! [Inkbox] briefly explains what BIOS is, then covers ho…Hackaday
Learning Design Won't Feel Like Learning
Learning Design Won’t Feel Like Learning; Here's Why
🏥 support IGC on Patreon: https://www.patreon.com/indiegameclinic🕸️ everything else: indiegameclinic.comNB: please do not actually go on Mumsnet for any re...YouTube
How static analysis encourages developers to refactor code: Another look at Source SDK
How static analysis encourages developers to refactor code: Another look at Source SDK
Early morning. Fog blankets the mountain ranges. Wake up, Gordon. It′s time for us to go straight into the heart of darkness to free this world of the slumbering evil. Yes, and don′t forget your...PVS-Studio
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[Question] What was your first created video game, and long ago did you create it?
What does create video game include?
A long time ago, maybe around 20 years, I did custom levels for RTS games and shooters. Earth 2150, Source engine, Serious Sam, Quake engine, etc. At some point I also did some 3D modeling. Then I participated in a Source mod community project, as part of a team; a Stargate themed mod.
More "recently", I created (an) Ultimate Tic-Tac-Toe (cross-dimension, cross-playing-fields tic tac toe), personal game jam project Energy Consumer (mainly a programming exercise given the limited time), game jam project with a friend Frogventure.
All other dabbling, interest, and ideas have not concluded in any significant development or products, partly due to lack of motivation and connection to people or people's interest.
slazer2au
Als Antwort auf Grumpy404 • • •If you know a bit of Python then Godot is a good place. It's GDScript is very similar.
Godot is an open source game engine that is rising after Unity keeps shooting themselves in the foot with price changes and pricing structure changes.
xxce2AAb
Als Antwort auf Grumpy404 • • •Asetru
Als Antwort auf Grumpy404 • • •RightHandOfIkaros
Als Antwort auf Grumpy404 • • •Making your own engine is always free. But not very easy.
What kind of game are you trying to make?
IronBird
Als Antwort auf Grumpy404 • • •bigchungus
Als Antwort auf Grumpy404 • • •Scratch - Imagine, Program, Share
scratch.mit.eduthirdBreakfast
Als Antwort auf Grumpy404 • • •Probably not what you are looking for, but I think a great place to start is Pico-8, there is an education version, but it only costs $15 to start making games in Lua with the real version on your machine. Although it's very limited (think like Game Boy color games) you will learn a lot of the basics, there's 1000's of games you can look at the code of, and a good community and learning resources.
It's a quick easy way to get started in game creation, and if you're new to programming it will be a while before you run out of challenges.
Like a number of commenters have said, it depends on what type of games you want to make - Pico-8 is limited, deliberately.
PICO-8 Fantasy Console
www.lexaloffle.comClay_pidgin
Als Antwort auf thirdBreakfast • • •That's very interesting. Thank you for sharing.
Certainly it's not something I will ever use but it's neat to know it exists.
chunes
Als Antwort auf thirdBreakfast • • •TIC-80 tiny computer
TIC-80 tiny computerludrol
Als Antwort auf Grumpy404 • • •Godot. You could try to see if Godot 3 will work better than Godot 4.
Godot 3 is a bit older but still is getting fixes and some new features. (long term support driven by community)
apotheotic (she/her)
Als Antwort auf Grumpy404 • • •You can try pico-8 for free just missing some features pico-8-edu.com/
Great way to have a play around and develop some simple games, and you get to get your feet wet with spriting, programming, level making, music. Lots of good tutorials available online too.
PICO-8 Education Edition
www.pico-8-edu.comxep
Als Antwort auf Grumpy404 • • •Defold - Official Homepage - Cross platform game engine
Defold FoundationCaptain Aggravated
Als Antwort auf Grumpy404 • • •I'll join the chorus recommending Godot. A lot lighter than Unity or Unreal, it's open source, well documented and quite capable. It's got a lot of features, in a lot of ways it isn't "dead simple."
I might recommend starting off using Python's Pygame library. Do something like create Flappy Bird in it, that will give you a pretty good idea of how a video game works under the hood, and it'll run on a potato.
For pixel art you might go with LibreSprite or Pixelorama. These will allow you to create tile sets for backgrounds as well as character sprites.
If you're looking to get into 3D art, you've basically got to go with Blender.
entwine
Als Antwort auf Captain Aggravated • • •"Lightweight" and "small" isn't the same as simple. People seriously gotta stop recommending godot to beginners. It's good as a general engine, but a lot to take in for a beginner.
Pygame is a great choice. I would add Love2D as a similar alternative if you don't jive with Python.
Off topic but Godot has a serious cult problem. Say anything that could possibly be interpreted as negative about it, and you're going to get someone writing a very emotional response. It's pretty much at the Apple fan boy level, which is bad but mostly weird.
Captain Aggravated
Als Antwort auf entwine • • •I did call Godot lighter than Unity or Unreal, which I believe to be factually accurate. I have run Godot on a 2014 era laptop, it runs well on a system of that vintage.
It is a full featured 2D/3D game engine and development environment, which can be a lot to take in. A lot of what I learned about game development I learned from a Youtube channel called Clear Code, who made the same snake game in both Pygame and Godot.
Python and Pygame does away with the cluttered IDE, and you can build a functioning game in one file, then you translate those concepts to a more full-on game engine which is going to be a bit more practicable for making larger games with things like tilesets and more complicated physics and collisions and whatnot. I'd hate to try making a Zelda-like game in something like Pygame. Fear the men who made A Link to the Past in 6502 assembly.
entwine
Als Antwort auf Captain Aggravated • • •None of that is relevant. By that metric, Pygame/Love2D are objectively the better choice over Godot, as they're smaller and lighter.
I have been working on games (and many engines) for over 15 years. I know what Godot is, and what it isn't. It's the best choice for certain team compositions and certain game types, but it isn't good at everything. In fact, it's quite bad for very large and complex productions because of architectural issues (but that's irrelevant for 99% of its users)
It's also not good for beginners for many reasons. The first is that it's complex, as it aims to be a full featured professional tool. The second is that it's weird, and does things differently from the rest of the industry. Its inheritance-based node structure was considered obsolete in the 2000s by the rest of the industry, yet Godot still uses it. They've hybridized it to introduce composition, which salvages it somewhat, but it still is a bad design with well-known pitfalls.
GDScript is a shitty attempt to copy Python, and it lacks a lot of what a modern programming language has. It also is integrated into the editor in odd ways, like the Qt-esque "signals and slots" system (which is controversial even in Qt). It's designed around OOP, yet it blurs the lines between whar an object is and what a module is, which is extremely odd.
I'm not trying to shit on Godot. Like I said, it has its strengths, and for certain types of games and team compositions it is the perfect choice. But it should NOT be recommended to beginners.
...IMO
I gather that you're struggling to understand how Python modules work, based on how you explained Pygame. You are not supposed to write your whole game in a single python file.
Also, you can make use of tools like Tiled, Ogmo, etc to create levels and load them in Pygame or Love2D. You can even embed scripts or data onto entities within those level editors. You could even use Blender if you wanted to, either by writing a custom exporter (in Python), or hijacking one of the existing ones.
You can go very far without a full IDE like Godot has, especially if you're creative.
Captain Aggravated
Als Antwort auf entwine • • •OP asked for software that runs well on a 10 year old laptop with 16GB of DDR3 and Linux. Saying that I found that Godot runs well on my laptop of similar configuration and vintage absolutely is relevant, you disingenuous troll.
I understand how Python modules work just fine, you install a module with Pip, and it'll run on your computer and only your computer until your computer gets some update in the future because Python's module versioning and dependency management are the worst in the business. Python also has a well-deserved reputation as a fast and performant language even running on old and limited systems...oh wait no it's a sow in treacle. The more you implement in Python the slower it's going to run. Can you name a commercial game that is implemented in Python, using modules like Pygame? I can't.
If you've got the talent to open up a general purpose programming language and create a video game, use something like C# or Java, something designed for creating performant cross-platform graphical applications. Or, if you're going to start gluing applications like Tiled and such together, you might as well go with something like Godot because that's basically what you're janking together.
entwine
Als Antwort auf Captain Aggravated • • •Found the Godot cultist. Take a deep breath. Having a parasocial relationship with a game engine isn't healthy.
I meant irrelevant to the choice of an engine for a beginner. Why do you say I'm disingenuous?
You don't understand what Python modules are. There's no need to get so defensive about that. Nobody is born knowing everything, and there's no shame in learning.
A pip package is not a Python module. Pip is just one tool for managing module dependencies (there are others). A module in Python is anything you can import, such as another python script, a folder with python scripts, or a native library. There's no need to use pip to make and ship a game in pygame. You probably used it to install pygame, because that's the common way tutorials tell you to get it, but it's not the only way, and it's certainly not the way you'd ship the game to end users.
This is nonsense. You don't know anything about software optimization. I can guarantee you that I've written pure Python that's more performant than anything you've written in C# or whatever you think is a "fast language".
And in case you were unaware, GDScript is slower than Python. It's not a fair comparison because Python has a ton of interpreters to choose from, even ahead-of-time compilers that rival C/C++ performance. By comparison, GDScript has just the one interpreter built into Godot, which is never going to compete with even the CPython interpreter (the one you're probably using) in terms of performance, simply due to the amount of people and orgs investing in it.
Idk pygame in particular, but there are a ton of commercial games made with Ren'Py. Search "visual novel" on Steam, and like 90% are probably made in Ren'Py.
I don't do game dev in Python so I'm not familiar with what's popular nowadays, but there definitely are people making games with Python.
"Gluing" applications together is called game development. Do you create your 3D models in Godot? Your materials and textures? Your story and design docs? Your music and sound effects?
There are entire departments at game studios whose job is to build and maintain data pipelines between content creation tools and the engine, even for studios using Unity or Unreal. There are a ton of free/commercial tools out there serving the game industry (from AAA to indie), and the way to make the best game is to use the best tools.
The Ren'Py Visual Novel Engine
www.renpy.orgCaptain Aggravated
Als Antwort auf entwine • • •entwine
Als Antwort auf Captain Aggravated • • •Yeah, and I'm the troll.
At least your username is accurate.
brian
Als Antwort auf entwine • • •objectively the one with the cult is a good recommendation for a beginner since there's a strong community making content, arguably the most important factor in choosing something
godot also has a lot of stuff baked in, so the community tends to use the built in solution for everything. you won't end up with one tutorial recommending a collision engine that makes assumptions that don't work with the other tutorial for different pathfinding or whatever. they all start with basically the same assumptions.
pygame is a little intimidating since you start with an empty file and a pygame import. there's no real enforced or even commonly followed structure beyond that. beginners can figure it out but it leaves a lot of architecture questions open for you so your tutorials probably won't line up well.
and I say all of that as someone who doesn't particularly enjoy godot, especially gdscript.
bridgeenjoyer
Als Antwort auf Grumpy404 • • •somegeek
Als Antwort auf Grumpy404 • • •Caveman
Als Antwort auf Grumpy404 • • •I dabbled a bit with Godot 4 recently and the experience was pretty nice. Gdscript is easy enough to learn and the engine feels very flexible once you learn to use each building block. Guides on YouTube are good and the docs have guides also for creating a 2d top down shooter bullet.
Pretty good all in all IMO.
soulsource
Als Antwort auf Grumpy404 • • •Just to toss this in: If all you need is to draw stuff to the screen, play audio, and handle input, you might have a good experience with using SDL or raylib. Those are "just" libraries and not fully featured engines, so they don't come with advanced features like asset management or a ready-to-use level-editor.
I am not saying that those are a better option than a fully featured engine, just that, depending on what you are trying to achieve, they might be.
raylib
raylibreplicat
Als Antwort auf Grumpy404 • • •ludrol
Unbekannter Ursprungsbeitrag • • •brian
Als Antwort auf Grumpy404 • • •since you haven't said anything about type of game, if you want to start at the dead simple side and visual novels sound interesting maybe look at Ren'py?
visual novels have less going on than a big 3d game, so if you want an easy start from 0 it should be as close as you can get. python is straightforward if you don't have programming experience, but otherwise is really commonly used so gives a nice basis for whatever else you want to do.
ren'py also has gotten plenty of commercial use if you wanted to go further in that direction. most big name vn games use it.