Steam Game Record to the rescue.
https://t.co/WjQqtKtMw0
After considering elaborate capture cards (100% @fedora GNOME). @Steam Game Record can grab 60fps captures without any hassle.
(Also now on @godotengine 3.6!)
https://t.co/ITBQXVVXLz
#GodotEngine#indiedev
Boxoku! 99 Battle Royale is now available on:
Play Store
https://t.co/eSXQ4e7I9d
Steam
https://t.co/3edVmerelY
Itch
https://t.co/Tk6IZk5TJC
Up to 99 opponents at a time.
Play in online games to increase your level and raise your "World Rank".
#GodotEngine#indiedev#gamedev
Boxoku! 99 Battle Royale is now on the Beta stream of the Play Store here: https://t.co/eSXQ4e7I9d
Let's see what snaps.
#indiedev#GodotEngine#BattleRoyale
Boxoku! 99 Battle Royale powered by #GodotEngine 3.3 is almost a reality! Made a "Leveling" system to keep players keen. Framerates solid, game flow almost makes sense... 100 players ish max but could have more... honest. Gold box means on a win streak! #indiegame
Boxoku! 99 Battle Royale powered by #GodotEngine 3.3 is almost a reality! Made a "Leveling" system to keep players keen. Framerates solid, game flow almost makes sense... 100 players ish max but could have more... honest. Gold box means on a win streak! #indiegame
Boxoku! 99 Battle Royale with 100 players (cough AI). Running smoothly. Just need to work on some presentation and so on. #GodotEngine 3.3 rc8 working fine. #indiedev (I've preemptively mangled the video compression to save Twitter the hassle)
Boxoku! 99 Battle Royale is coming along nicely. Thanks to MultiMeshInstance in #GodotEngine I can really push the display of the other players. Running at 60fps on Pixel 2 with 57 ish opponents (99 soon) being rendered at once! Demo AI having a workout too. #indiedev#gamedev
Launched!
Google Play
https://t.co/eSXQ4e7I9d
Apple App Store (iOS, macOS)
https://t.co/z8y5gZP7aj
Steam (PC, macOS, Linux)
https://t.co/Z6jpa7b8lX
Controller support coming soon!
#GodotEngine#indiedev#gamedev
Got feedback on making the backgrounds less "8-bit"/48k, the inside the polygonal box looks great and adds just enough visual texture to keep it interesting and not distracting, until it needs to! Building with #GodotEngine 3.2.4 RC3 giving me MP3 support! #indiedev#gamedev
Resisted adding sounds for ages. But #GodotEngine made it really easy! Here are basically all the sound scenarios covered, trying a Buddhist temple serenity/cacophony. #gamedev#indiedev
Want to play Boxoku! in a window? You can! At any refresh rate your monitor supports! By initially targeting Android and its plethora of screen sizes and ratios, the Desktop build can run in any size and ratio. Thanks to #GodotEngine! #indiedev#gamedev
https://t.co/4Rh3WYfhCG
Menu almost final. Why does that take so long!? Had to use Labels and some signals as #GodotEngine Buttons don't appear to support carriage returns out of the box? Here is a Windows 1440p 60fps capture to enjoy. #indiedev#gamedev https://t.co/ZvlE7HdH2Q
Countdowns! Timers! Lives! Stages! Saves! #GodotEngine powered Boxoku! looking more and more like an actual game. 60fps capture from a Pixel 2 https://t.co/kQ0zcCAfpL #gamedev#indiedev
#GodotEngine running Boxoku! at 1035fps+ on my PC (i5 2500k) and locked 144fps with VSync enabled (LG 27GL850) at 1440p! Amazing! Very smooth! Bodes well for VR support. #gamedev#indiedev
Testing Boxoku! on various Android phones... Sony Xperia Z5 Compact, LG G3, Pixel 2 and One Plus 7T. All work on various Android versions thanks to the magic of #GodotEngine. Photo taken with a very tired Sony Xperia Z1 Compact. #indiedev#gamedev
Who knew #GodotEngine 3.2.4 beta would make such a brilliant difference to the Android build. Added notch and cutout support for Android P or later. Taught me about OS.get_window_safe_area() too! #indiedev#gamedev#OnePlus 7T
For reasons I can't explain Boxoku! is now running better than ever after a #GodotEngine update from 3.2.2 to 3.2.3. I've checked the release notes, but nothing indicates performance gains to me? I'll take it! No #gamedev, just updates!