Uploaded v0.8.0 of my dialog editor connected - mainly adding the Search Phrase tool.
https://ratking.itch.io/connected/devlog/524381/connected-v080
#gamedev #madewithunity #tooldev
Another update for connected - I improved node resizing a bit and now it's also possible to make the Condition node wider. *And* I finally wrote some documentation for creating custom node types (pro version only)!
https://ratking.itch.io/connected/devlog/520258/connected-v073
#tooldev #gamedev #screenshotsaturday
I added play controls to Games for Rats - and built standalone versions for Win/Mac/Linux (only Win is tested though).
https://ratrogue.itch.io/games-for-rats/devlog/516288/games-for-rats-v011
#gamedev #tooldev #smallbasic #fantasyconsole
Uploaded v0.6.1 of my dialog editor, which fixes two annoying bugs (hopefully). In any case I soft-launched connected for now. Next week or later I'm going to work on the lite version that everybody can use for free. #tooldev #gamedev
https://ratking.itch.io/connected/devlog/507846/connected-v060
My #dialog editor "connected" is coming along ... I added a welcome screen with the recently edited files, and the test mode now won't crash the editor anymore if there's an endless loop...
Current plan is to release it next month, so if anyone is interested in testing it, please contact me.
#dialog #madewithunity #tooldev
Slowly re-implementing the Test Mode for connected. It's not dynamic yet, so it only works for these particular node types. #madewithunity #tooldev #screenshotsaturday
#madewithunity #tooldev #screenshotsaturday
The new version of connected, a dialog editor I'm creating in #Unity, finally has a correctness check. It tests each node if its content (empty text fields?) and connections are allowed, and if there's an error the faulty node gets a subtle marker... #tooldev #madewithunity
#unity #tooldev #madewithunity
Version 0.1 of Games for Rats, a small fantasy console / creative coding tool.
https://ratrogue.itch.io/games-for-rats
The last game I added, CIRCLING.BAS, is also my entry for last week's One Hour Game Jam (onehourgamejam.com).
#screenshotsaturday #gamedev #tooldev
I uploaded a new hotfix update for BLOED, now version 1.1.3 - and it includes the "666 Coins" texture pack made by @voxel.! More infos here: https://ratking.itch.io/bloed/devlog/488499/bloed-v113 #madewithunity #tooldev
I improved the light path visualization to better resemble those cute diagrams you find in light transport papers. 🥰
Note: the lines looks thin on a small device, they look better on a good size screen.
#pathtracing #rendering #tooldev
#tooldev #rendering #pathtracing
1/
A common consideration in pipeline and #tooldev in #gamedev is that of the "degree of control" a tool dev has over the environment their #tools are used in.
I've observed various degrees, but I like to classify them in three categories for simplicity; the names for them were picked 1 minute ago, but I am totally going to call them that from now on.
- "Overlord"
- "Squad Chief"
- "Distant Observer"
I'm sure there are technical terms for this, but I like these...
(more below)
more #gamedev #tooldev thoughts with a simple example;
A relatively common, yet poorly standardized problem in pipeline and infrastructure development for game devs is that of setting up a portable, reproducible development environment for them.
In this post, I illustrate how one could approach a simple DCC (content creation tool) setup with something as basic as Window Command Line, while not harming future expansion potential.
https://techartworks.blogspot.com/2022/12/tech-art-bits-basic-dcc-environment.html
#techart #code #tooldev #gamedev
Not the most exciting tooldev photo, if tooldev is ever exciting, i know.
But NEXXT can now align its guiding grids to screen sized boundaries.
The navigator window in this photo spans 2 by 2 NES screens. Since the tile resolution is 32x30, a 4x4 tile grid creates a half-block grid at the bottom of each screen to align it to the next.
In NES level design, this is often useful.
#famicom #nes #tooldev #nesdev
Moving instances I lost my post history (sad), so I recorded a longer video to show off trash engine and the #metroidvania I have been making in it for the last few days!
#gamedev #tooldev
https://www.youtube.com/watch?v=vjiG2Que5dU
#metroidvania #gamedev #tooldev
Is anyone here familiar with custom macros or tools in #Blender3d? I'm realizing it's super inconvenient to bring characters into Modo just to apply the Mesh Cleanup tool before bringing it back over.
Mesh Cleanup is a collection of macros that can be used to quickly fix a lot of easy-to-miss errors. For example, it can find and delete any stray vertices that are not connected to anything, or automatically merge vertices with identical positions.
Is there any way to create this in Blender?
#blender3d #3d #tooldev #gamedev #blender
The grid for connected is mostly usable for now. Undo and redo are working too. Not really sure what's next, maybe copy&paste