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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
#auroras originals#auras originals#game dev#indie dev#indiedev#game development#gamedev#pixel art#pixelart#godot engine#shaders#devlog
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Finding the best game development engine is quite difficult. In this post, we are going to help you choose to select the best mobile game development software. It will eventually help you to emerge as a key figure in the industry to serve a vast user segment throughout the year with cutting-edge mobile game development experiences. Know more: https://vocal.media/gamers/top-new-mobile-game-development-software-you-should-know-in-2023
#game development engine#mobile game development#mobile game development software#game development software
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In case you're wondering how the Unity Engine subreddit is doing right now:
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So... I appear to have blacked out last night, and woke up with this open on my computer
Is... Is this something anyone would actually play?
@ayviedoesthings is the creator of the temporary background I'm using, though if this does end up getting fully developed, the cave would be a visit-able location
Edit: wait it’s @nyxisart who did the background! My bad!
#animal hrt#game development#indie games#unity#unity engine#unity game development#transblr#transgender#trans woman#trans artist#queer artist#dating sim#visual novel#I will do ANYTHING to avoid voice training
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Magic Trickery! 🐇🐇🐇🐇 Mrs. Jonez and Quisso!
WISHLIST Magic Trickery on STEAM! Pretty please and thank you!
#gamedev#screenshotsaturday#game development#godot#godot engine#indie game#indie dev#animation#screenshot saturday#magic trickery
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follow me if you liked this post :) I made the image
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I got the heart to beat faster as you take more damage! It's subtle because I need to prune some frames from the sprite animation but the code's all there to do it.
#game development#indie game dev#indie dev#retro#low poly#ps1#godot engine#made with godot#ursula the undertaker
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i got an old laptop from my grandpa and was googling about it, and the wikipedia page for the micro-soft acer aspire has an image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page, containing the image of the acer aspire with the wikipedia page....
#programming#game development#coding#codeblr#codex#developers#software engineering#code#old web#old internet#old computers#computing#computer science#computer#antique#fandom wiki#wikipedia
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#in light of todays dogshit news#unity#unity news#game development#game developers#game devs#devs#game engine#unity3d#unity game engine#unity game development#hollow knight#silksong#cult of the lamb
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#meme#memes#shitpost#shitposting#humor#lol#funny#satire#funny memes#irony#funny humor#funny meme#comedy#game development#godot engine#joke#parody#game engine
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Hey guys, here is another short video from my 2D Lich action rpg project. My Lich hero picks up a Dash ring upgrade and tests it out. We already have the double jump skill but I also wanted to test the dash ability in the the hub and debug area so keep in mind this is still early alpha footage. One cool thing about this is I made a ghost trail particle shader for the dash that follows behind to amplify the ghostly movement. Very fun to dash around so far. Made in the Godot game engine by me, aka Phalasa Games. Title and Steam page to be announced soon. Look at Lich go:
#godot#godotengine#pixelart#indiegame#gamedev#solodev#metroidvania#rpg#godot4#indiegamedev#2danimation#gaming#pcgames#gamedevelopment#artistsontumblr#indiedev#game development#game dev#artists on tumblr#pixel art#pixel animation#godot engine#indie game#Youtube
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A little update on the game side
So what I'm chewing through now is blocking in all of the player's movement code. Here's the chart I'm using as a working document;
Green check means a move is blocked in, and (mostly) working, so I'm about half way there. Here's Ledge Climbing, baby!!!!
Some of it is a little glitchy, but I am working with a 'general-to-specific' mindset. Slap it in there, fix it in a refactoring pass and chew through bug reports when I get it into player's hands finally. (Shout out to @docvalentine for technically being the first person to download and play a build of Andy Jam.) When the movement is blocked in, I am going to start putting in some better animations than the placeholders I've been using. (Actually, his placeholder animations in the Unreal Build didn't survive a rig update, so in a lot of the footage he's just T-Posing around...). When his animations are in, I am going to start doing a little sound design and implementing sound code to his systems. Speaking of footage, the first devlog is going to be up before the end of the month (so I guess this year...) There's a list of edits I want to make before I put that up publicly. The first devlog is going to be showing off a lot of the old unity stuff, some of the new (bad) unreal stuff. The goal is for the second devlog to be out early 2024 and show off Andy movin' and groovin' with some smoother animations and some actual sound coming out of him. Anyways here's my development process.
Thanks for stickin' around on this wacky little project. If you'd like to support it, here's the Patreon Link.
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Updated my bunny game with some visual and UI improvements. Bunny Forest is a chill little game about exploration and collecting carrots.
The game is free, available for Windows, Linux, Mac and Android: https://erytau.itch.io/bunny-forest Google Play: https://play.google.com/store/apps/details?id=com.erytau.bunnyforest
#gamedev#pixel art#indie game#solodev#indie games#godot#indiedev#godot engine#my art#pixelart#pixel gif#pixel graphics#video games#made with godot#game development#bunny#rabbit
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Magic Trickery! 🐇🐇🐇🐇 Dum and Dee!
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The Witcher 4 Tech Demo Debuts

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CD PROJEKT RED and Epic Games Present The Witcher 4 Unreal Engine 5 Tech Demo at The State of Unreal 2025!
At Unreal Fest Orlando, the State of Unreal keynote opened with a live on-stage presentation that offered an early glimpse into the latest Unreal Engine 5 features bringing the open world of The Witcher 4 to life.
Spotlight:
Tech demo showcased how the CD PROJEKT RED and Epic Games are working together to power the world of The Witcher 4 on PC, PlayStation, and Xbox, and bring large open-world support to Unreal Engine. The tech demo takes place in the never-before-seen region of Kovir.
As Unreal Fest 2025 kicked off, CD PROJEKT RED joined Epic Games on stage to present a tech demo of The Witcher 4 in Unreal Engine 5 (UE5). Presented in typical CDPR style, the tech demo follows the main protagonist Ciri in the midst of a monster contract and shows off some of the innovative UE5 technology and features that will power the game’s open world.
The tech demo takes place in the region of Kovir — which will make its very first appearance in the video game series in The Witcher 4. The presentation followed main protagonist Ciri — along with her horse Kelpie — as she made her way through the rugged mountains and dense forests of Kovir to the bustling port town of Valdrest. Along the way, CD PROJEKT RED and Epic Games dove deep into how each feature is helping drive performance, visual fidelity, and shape The Witcher 4’s immersive open world.
Watch the full presentation from Unreal Fest 2025 now at LINK.
Since the strategic partnership was announced in 2022, CDPR has been working with Epic Games to develop new tools and enhance existing features in Unreal Engine 5 to expand the engine’s open-world development capabilities and establish robust tools geared toward CD PROJEKT RED’s open-world design philosophies. The demo, which runs on a PlayStation 5 at 60 frames per second, shows off in-engine capabilities set in the world of The Witcher 4, including the new Unreal Animation Framework, Nanite Foliage rendering, MetaHuman technology with Mass AI crowd scaling, and more. The tools showcased are being developed, tested, and eventually released to all UE developers, starting with today’s Unreal Engine 5.6 release. This will help other studios create believable and immersive open-world environments that deliver performance at 60 FPS without compromising on quality — even at vast scales. While the presentation was running on a PlayStation console, the features and technology will be supported across all platforms the game will launch on.
The Unreal Animation Framework powers realistic character movements in busy scenes. FastGeo Streaming, developed in collaboration with Epic Games, allows environments to load quickly and smoothly. Nanite Foliage fills forests and fields with dense detail without sacrificing performance. The Mass system handles large, dynamic crowds with ease, while ML Deformer adds subtle, realistic touches to character animation — right down to muscle movement.
Speaking on The Witcher 4 Unreal Engine 5 tech demo, Joint-CEO of CD PROJEKT RED,
Michał Nowakowski stated:
“We started our partnership with Epic Games to push open-world game technology forward. To show this early look at the work we’ve been doing using Unreal Engine running at 60 FPS on PlayStation 5, is a significant milestone — and a testament of the great cooperation between our teams. But we're far from finished. I look forward to seeing more advancements and inspiring technology from this partnership as development of The Witcher 4 on Unreal Engine 5 continues.”
Tim Sweeney, Founder and CEO of Epic Games said:
“CD PROJEKT RED is one of the industry’s best open-world game studios, and we’re grateful that they’re working with us to push Unreal Engine forward with The Witcher 4. They are the perfect partner to help us develop new world-building features that we can share with all Unreal Engine developers.”
For more information on The Witcher 4, please visit the official website. More information about The Witcher series can be found on the official official website, X, Bluesky, and Facebook.




#the witcher#the witcher 4#cd projekt red#video games#gaming#gaming news#screenshtos#unreal engine#unreal engine 5#UE5#game development#tech demo#game design#Youtube
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