I'm not feeling well today, but I have a rule, every day I learn something new in Unreal Engine, so I played with the materials, this is a forest for me, in which I get lost very quickly, but the topic is interesting. My goal is to make energy weapon like in the series Beacon 23
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Simultaneous play in Billabong is just too frantic. A game can be over in seconds. I'm thinking to slow it down by limiting each player to only one flow in progress at any one time, and slowing down the flows so that players have more opportunity to block flows that can capture a large amount of the maze.
On the plus side, the game creates some really pretty patterns.
Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling
Hey y'all! I'm looking for a pixel artist to help out on my game!
"Enigma Heart" is a retro-styled side-scrolling action RPG. There are no palette restrictions, although I would like to keep the visual style in roughly the SNES era. Tile size is 16x16; most characters are 1 tile x 2 tiles (16x32).
Some of the graphics have already been done by me and another artist, so a style similar to ours/ability to match it, is a must. Screenshots of the game (as it currently stands) are attached to this post.
Needed are graphics of the player character, some NPCs, monsters, and dungeon and town backdrops/tilesets.
Please reply to this post, or if you're more comfortable with a private mention, that's fine too.
I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script
@teahands
If I recall correctly you lamented the loss of the Unity Scene view while the game is running in the editor. I just found today a button in Godot that does something similar. Not quite the same, but could be useful none the less!
It's called Project Camera Override and can be activated while the game is running.
I can't find any mention of it in the Godot docs, but here is a short GDQuest video on it: https://www.youtube.com/watch?v=HuTKFha8QBs #godot#godotengine#gamedev