Finally finished my snow, which doesn't just push triangles into the ground. Also made a big video about it.
https://t.co/x28rqJfb99
I think it's still missing some parallax, so there's definitely room to grow.
#unity#gamedev#graphics
@Jakob_Wahlberg I learned to stay away from any m$ login if I can after shipping games on Xbox. Like how can I have 2 accounts on the same email? Who tf coded this? Had to use multiple browsers in the end.
After a couple of months of hard work, File Pilot v0.8.1 is finally out! 🚀
https://t.co/xuWzkCNfIt
Tree View, List View, Group By, Direct3D rendering and much more. I hope you enjoy it!
Builds are finally submitted to Apple and Google, fingers crossed they will be approved for launch in August. Now I will take some time off and enjoy the Swedish summer together with my family. I wish you all a great summer ☀️❤️ #indiedev#indiegame#gamedev
I do not care what some flat brain measurements show comparing source controls. I just put Ark VCS through a ringer by hunting down a bug across 300 change lists by doing a binary search to find which one caused a bug. Ark vs Git in a similar experience was:
- Ark was faster to pull changes over the network
- Ark was faster in UI, I recall Git UI locking up hard for several minutes in the same scenario.
I also used an Ark feature of "Download Changes" for the first time (which downloads the changes without putting them into the history, thus showing up as local changes). It was very useful to track down the bug by narrowing down the changes within that change list. A similar operation in Git is a giant pain to pull of.
Honestly, at first I had issues believing Ark was pulling the changes this fast. I've gotten used to slow ass Git operations. There were some 400 mb blender files involved across different changelists. I tried that with Git a few times and got my entire repo stuck in a bad state and had to re-clone to fix it.
As promised, a little bit of Zeppelin action. Here is a fully unlocked tech tree so the incendiary ammo deals a lot of damage to the heavily armored Zeppelins. #indiedev#indiegame#gamedev
After a week of struggle getting all platform-specific features to work, I can finally upload a test version that is 96.45% done, roughly. Sharing some visual highlights from this week. #indiedev#indiegame#gamedev
RenderDoc v1.45 is now available! This version has a number of bugfixes that have been found since v1.44.
Full release notes: https://t.co/dFgiZ7dmjn
Binary builds: https://t.co/aK8hVBqaxb
Getting Home is released on Steam. Thanks to everyone supporting me along the way. I will raffle out five Steam keys among those who help share this post.
https://t.co/XwITapukrX
#indiedev#indiegame#gamedev#Steamギフトカード
@Reg__ Check https://t.co/uKy3O2Yj7Q, it takes what I consider are the best ideas from each and in many cases improves them (e.g. centralized, trunk based, shelves, easy branching, file locking), all built with a "gui-first" approach.
The demo for Getting Home is live on Steam for #SteamNextFest , challenge yourself in the art of rocket landing. Full release June 23rd. iOS and Android on sale now. Come try it: https://t.co/XwITapukrX #WishlistWednesday#indiedev#indiegame#gamedev
After a long two-week "trying to tie everything together" I'm finally on the other side. I rewarded myself today by fixing up the Main view with some animations and proper decorations. Now there will be a ton of testing to do #forflakssake#indiedev#indiegame#gamedev
The SURPRISE is:
https://t.co/pn3jJHINVu
Order of the Sinking Star will have a free demo on Steam, for NextFest, Monday.
Because the game is HUGE, the demo is huge: it's bigger than most entire paid puzzle games, and you get to try it out for free.
Ark VCS 1.1.2 is out!
This release brings a new window to find shelves, but it also can be used to search committed changelists. https://t.co/u2zs8UNDfP
#gamedev