Having a lot of fun adding new entities, even though it's just programmer art.
Added more flower variants, a palm tree, improved world generation, and changed so chunks fade in.
#gamedev#indiegamedev#rustgamedev
Half-Life 2 turns 20 this weekend, and we're celebrating with a big update: New developer commentary by the original team, Steam Workshop support integrated into the game, Episodes One and Two are bundled into the main menu, and tons more: https://t.co/kOKYgzVNyJ
This change was definitely worth it!
Absolutely love allowing images (and rows of images) to expand beyond the text boundary of posts!
#webdev#css#web#gamedev
Posted a devlog about my experimental #multiplayer!
https://t.co/GZVK8pTjkg
Tried including a bit more technical stuff, compared to the previous devlogs.
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@_V3X3D Thanks! I am planning on making bigger characters, since everything else is bigger as well now, so don't love them too much
I wouldn't call myself a pixel artist yet. But you definitely are. Nice art!
Finally have completely modular buildings, that can be built piece by piece!
Now I just need to add the actual building menu...
#gamedev#indiegame#pixelart
Half-Life turns 25 this weekend, and we're pushing a big update to bring back some of that 1998 feeling with restored original launch day content, brand new multiplayer maps, a look behind the scenes with the original development team, and more: https://t.co/ceV4oePUyP
@justin_rhw They are small enough indeed. The most expensive assets are character animations, as they have a lot of frames. So when I pack textures into atlases, they take up the majority. But I still have plenty of available texture space, so it's not gonna be an issue anytime soon
DevLog post coming tomorrow, if all goes well!
I've been redrawing and replacing all sprites this whole month. Still a lot of work to be done, but it's finally starting to look like something!
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