Game Development

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(I quickly got downvoted on the main post. lol)

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cross-posted from: https://lemmy.ml/post/147882

Presumably the first ~~game~~ Godot toolset jam.

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Liblast (codeberg.org)
submitted 3 years ago by testman@lemmy.ml to c/gamedev@lemmy.ml
 
 

cross-posted from: https://lemmy.ml/post/145551

A Libre Multiplayer FPS Game built with Godot game engine and a fully FOSS toolchain.

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LibreJam 202112 (leagueh.xyz)
submitted 3 years ago* (last edited 3 years ago) by Elouin@lemmy.ml to c/gamedev@lemmy.ml
 
 

cross-posted from: https://lemmy.ml/post/98500

Next LibreJam upcoming!

JamVersion: 202112 Theme: Leech Theme announced at: 2021-12-01 00:00 UTC Submissions end at: 2021-12-07 23:59 UTC Ratings end at: 2021-12-14 23:59 UTC

More info at: https://leagueh.xyz/en/librejam/index.html Mailinglist at: https://leagueh.xyz/m/librejam/ IRC: ircs://leagueh.xyz/#librejam

InfoPage also on gemini: gemini://leagueh.xyz/en/librejam/index.gmi ;)

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All the New Stuff I've been adding to Moloch has finally reached that point in time where I'm pretty sure it's stable enough to be actually used in like, real runs, done by real Moloch players.

This version adds sound effects, new spell modifiers, achievements, a complete overhaul of the main menu, One (1) necessary optimization to the minimap, and a bunch of other fixes and smaller features.

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cross-posted from: https://lemmy.ml/post/83391

The Terasology project was born from a Minecraft-inspired tech demo and is becoming a stable platform for various types of gameplay settings in a voxel world. The creators and maintainers are a diverse mix of software developers, designers, game testers, graphic artists, and musicians. We encourage others to join!

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cross-posted from: https://sopuli.xyz/post/18425

A foss jam for federated people. Friday evening (Oct 08 18:00 UTC)- Sunday midnight (UTC). (A kind of experimental thing i am trying to do with Fedi, comment your feedback!)

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Hi! I don't know if self-advertisement is ok in this community, please tell me if it isn't and I'll delete this post. This is a game I've been working on for the last week and I'm not fully certain it'll go anywhere, but it has a small community already, so I figured its worth showing it here

Moloch is a very hard platforming roguelike where health is not health points, and instead, it consists of several conditions that are somewhat simulated and that can result either in a softlock or a death. Yes, being soft locked due to being hurt is part of the experience. It borders the line that separates rage games from the rest.

My idea for the project is to make it be frustrating because of how easy it is to die, and not because of how hard it is to use the controls. I tried my best to make the controls as responsive and smooth as I could, so that the game feels good to get good at.

It is inspired by Noita and Rain World, the former being the one that inspired the roguelike elements and the wands, and the latter being the one that inspired the way I'm handling the difficulty and health.

In any system optimizing for X, the opportunity arises to throw any other value under the bus for optimized X

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Tell me what do you think about this one

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I'm experimenting with Godot shaders. This runs pretty smoothly even on my shitty computer that can't even run Minecraft. What do you think?

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Spring Cleaning is the third 32-bit jam, a game jam all about recreating the look and feel of the first 32-bit consoles, Sega Saturn, PS1, etc. Revive an old project, or start something new, all are welcome!

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It's been quite a while now since we last used PVS-Studio, an excellent static code analysis tool, on UE4. So we fired it up - not expecting much, to be honest, as the last time we ran the tool, UE4 was looking pretty clean. With a mixture of pulling across our recommended changes and making fixes themselves, the engine was looking much more stable.

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Recently we found out that the new version of the fheroes2 project was released. In our company there are many fans of Heroes of Might and Magic game series. So, we couldn't pass it up and checked the project by PVS-Studio.

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Have you ever wondered which type of project demonstrates higher code quality – open-source or proprietary? Our blog posts may seem to suggest that bugs tend to concentrate in open-source projects. But that's not quite true. Bugs can be found in any project, no matter the manner of storage. As for the code quality, it tends to be higher in those projects where developers care about and work on it. In this small post, you will learn about a bug that took two years to fix, although it could have been done in just five minutes.

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The gaming industry is constantly evolving and is developing faster than a speeding bullet. Along with the growth of the industry, the complexity of development also increases: the code base is getting larger and the number of bugs is growing as well. Therefore, modern game projects need to pay special attention to the code quality. Today we will cover one of the ways to make your code more decent, which is static analysis, as well as how PVS-Studio in practice helps in the game project development of various sizes.

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Independent game developers, whether single enthusiasts or teams, are faced with the grave problem of having to eliminate bugs from their code. Most independent developers and even studios can't afford the amounts of resources available to large companies to spend on testing and long debugging. And here's where the extensive list of QA tools comes in handy, among which static analysis is one of the crucial ones. It's this methodology that will be covered in this article. Specifically, you will find out how PVS-Studio can help indie developers in the difficult process of bug search.

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Just before the release of the "Amnesia: Rebirth" game, the vendor "Fractional Games" opened the source code of the legendary "Amnesia: The Dark Descent" and its sequel "Amnesia: A Machine For Pigs". Why not use the static analysis tool to see what dreadful mistakes are hidden in the inside of these cult horror games?

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We have classified our blog posts in several topics. Speaking of which, I suggest reading these articles on open source game projects and game engines checks.

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This article is about the check of the OpenRA project using the static PVS-Studio analyzer. What is OpenRA? It is an open source game engine designed to create real-time strategies. The article describes the analysis process, project features, and warnings that PVS-Studio has issued. And, of course, here we will discuss some features of the analyzer that made the project checking process more comfortable.

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