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TF Stacker Prototype Version 0.2.0 Released!
I've just released the next version of TF Stacker! This version adds a plane transformation to the Draden database with four new images, as well as various handy UI elements to give more info. I've also streamlined the database creation process a bit with a downloadable template and fewer sub-folders to worry about! You can find the updated version at the GitHub repo here: https://github.com/EV401SALVATION/TF-Stacker Also, Mato has created an HTML version of TF Stacker, making it more accessible than ever! https://matojeje.github.io/TF-Stacker/
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microStudio
"free game developer environment."
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Cybersecurity - An Essential Website Development Services
Cybersecurity is a cornerstone of website development services in today's digital landscape. From implementing SSL encryption and robust authentication methods to conducting regular security audits and educating users, prioritizing cybersecurity ensures websites remain resilient against evolving threats, safeguarding sensitive data and user trust.
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The exact dates are not specified Rockstar Games and Take-Two Interactive Software have announced that Grand Theft Auto VI will arrive on PlayStation 5 and Xbox Series X|S in 2025. “Grand Theft Auto VI continues our efforts to push the boundaries of what is possible in an immersive, story-driven open world,” said Sam Houser, founder of Rockstar Games. “We are thrilled to be able to share this new vision with players around the world.” Interestingly, Rockstar hasn't said when Grand Theft Auto VI will be released for Windows. In the case of GTA V, the release on PC occurred a year and a half after the premiere on consoles. The PC version of Grand Theft Auto VI is not mentioned in the official press release. [caption id="attachment_85585" align="aligncenter" width="780"] Grand Theft Auto VI[/caption] Rockstar Games pioneered the open-world video game genre with the release of Grand Theft Auto III in 2001. With each successive blockbuster in the series - Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas and Grand Theft Auto IV - the game went on to become one of the best-selling, most critically acclaimed and acclaimed game series. To date, Grand Theft Auto V has sold over 190 million units and Red Dead Redemption has sold over 81 million units. Let us remind you that the game trailer was published ahead of schedule due to a leak . It received more than 5 million likes in 5 hours.
#action_adventure#Game_Development#game_mechanics#game_storyline#gaming_community#gaming_industry#gaming_platforms#Grand_Theft_Auto_VI#GTA_6_news#GTA_6_release#GTA_6_rumors#GTA_VI#next_gen_gaming#open_world_game#rockstar_games#Rockstar_Games_franchise.#Rockstar_North#sandbox_game#video_game#virtual_world
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Edujournal's ASP.NET Bootcamp
C# is a general purpose programming language, created by Microsoft, that provides fast and robust cross platform application development. You will learn to build Desktop Applications, Mobile Apps, Web Applications and Game Development Applications. You can also build solutions for Internet of things, Machine Learning, Cloud-First Development and Console Applications. You can become a Web or Mobile App Developer, Game Developer, IoT Developer, Test Automation Engineer. You will develop your skills by doing various tasks and build professional level projects which you can proudly showcase in your portfolio.
As per January 2023 ranking, C# is ranked among the top 5 popular programming languages beating JavaScript, GO etc., BUT, Python continues to lead. JavaScript, which is a Dynamic Language, can get you up in speed. However, the downside of Dynamic Languages becomes more and more evident when projects grows in age, size and developers of different experience levels work on the same project. The ranking of popular programming languages is as follows as on January 2023:
1 Python 16.36% 2 C 16.26% 3 C++ 12.91% 4 Java 12.21%
5 C# 5.73%
C# is a versatile, general purpose programming language widely used in industries for powerful application development. Learning C# and asp.net together will provide you the OnDemand skills to build robust applications and enable you to have your dream career. For more details about the course , please contact Edujournal (www.edujournal.com).
URL : www.edujournal.com
#training#upskilling#programming_language#skill#application#Desktop_Applications#Web_Applications#Mobile_Applications#Game_Development#automation
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The Weaver Space
The Weaver Space level is fully done!!!!! Here, check this out! You will be able to interact with these floating screens and read someone's roleplay and stuff! This will be a side challenge level - all of those broken windows that are floating, they deal damage! Now to do - the final area, the one you reach after you completed enough of the game to be worthly of any Good Ending!!
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I recently hit 300 Followers. While I do plan on drawing a picture for this occasion, here have a sneak peak of what I’ve been working on! It’s, hopefully, a demo! I definitely will need some feedback to make this work as well as I can.
#game_maker_studio#gamedev#Indiegame#indiedev#indiegamedev#indie_game#Severed_Tales#bonsai_tree#pixel_art#pixelart#game_dev#game_development
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(EduKite)
#SoundCloud#music#EduKite#game_development_course#game_development#game_development_courses_for_beginners#free_online_courses_Edukite
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(Course Gate)
#SoundCloud#music#Course Gate#Gaming_Course_Bundle#game_development#Game_Development_Course#game_development_for_beginners
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TF Stacker Prototype Version 0.3.0 Released!
The next version of TF Stacker is here, introducing an overhauled UI and new customization options for colors and button images! I've also added a second demo database that is an example of the bare minimum needed to make a functioning database. You can download and play the latest version here: https://github.com/EV401SALVATION/TF-Stacker/releases
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testing out animations. nothing is final. I think that the last animation captures the mood I want
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The game will be released in 2025 The official presentation of Grand Theft Auto VI was supposed to take place on December 5 at 17:00, but Rockstar posted it tonight . Before this, a trailer was leaked online in poor quality, which probably served as the basis for the premature publication of the video. [caption id="attachment_85508" align="aligncenter" width="780"] Grand Theft Auto VI[/caption] Rockstar's post on social network X, formerly known as Twitter, became the most popular gaming-related tweet. It currently has 2 million likes and 498,000 retweets. According to X, the post received more than 179 million views. VGC reported that the previous most liked gaming tweet was also from Rockstar: a November post announcing that the game's first trailer would arrive in early December. Grand Theft Auto VI breaks records long before its release Overall, the most popular tweet was an August 2020 post from Chadwick Boseman's family announcing the actor's passing. That post received more than 6.8 million likes. As for the Grand Theft Auto VI trailer, in just 5 hours it has already collected more than 5 million https://youtu.be/QdBZY2fkU-0 Grand Theft Auto VI is expected to be released in 2025.
#action_adventure#Game_Development#game_mechanics#game_storyline#gaming_community#gaming_industry#gaming_platforms#Grand_Theft_Auto_VI#GTA_6_news#GTA_6_release#GTA_6_rumors#GTA_VI#next_gen_gaming#open_world_game#rockstar_games#Rockstar_Games_franchise.#Rockstar_North#sandbox_game#video_game#virtual_world
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The Weaver Space Screens
Boom folks, just did these! These will be interactable screens you'll be able to inspect in the Weaver Space, which is like Stompo's Internet! You'll enter it in the game I'm making, yes!
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I promised a video by tomorrow, but like. I mean I wasn’t completely wrong. But I got to finish up something else since the gif didn’t work. Here! Have another lightning+item combo.
#pixel_art#pixelart#gamedev#indiegamedv#game_development#game_maker#game_dev#indiegame#thorny_sweets
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Update 10/2020
I haven’t posted in a while so I’d like to talk about what I’ve been up to. I’ve been working on rat_game every single day though
Programming
In the past few weeks I’ve been refactoring my old stuff, the problem with doing something you haven’t mastered yet is that by the time you finish, you’re already better at it than when you started and everything suddenly seems sub-par. That happened a lot for my programming stuff but I’m confident that this time I’ve chosen far better software-design that hopefully future-proves my code. I’ve commited thousands of lines to my github in the past few weeks, I try to start work around 14:00 and stop at 20:00 and then maybe do some art-stuff at night. I’ve had a lot of personal stuff go really bad recently and having something to focus on that is fun was a huge help for me. I’ve also started working with GLSL which is a shader language and doing that was incredibly interesting, it’s a completely different paradigm than both functional and object-oriented programming and the fact that you can literally see what your code does because it translates to an image is incredibly rewarding. By learning shaders I’ve tried to face one of my biggest weaknesses knowledge-wise which is geometry and while I very much have not gotten any better at that I’m now able to create any effect I’d like in GLSL making the world of visual possiblities for rat_game gaining a new horizon.
Fig. 1: My IDE showing of the dozens of files and thousands of lines of code
Art
So I was looking for a gif of an earthbound background for reference and I kinda ended up scrolling through the google images recommended picture, it was all mock-up- and fan art of earthbound fights an seeing so many of those I couldn’t help but be very conscious of the least common denominator of all of them and I kinda felt like my vision for the rat_game was... very much also that. Obviously earthbound is a huge inspiration but I’ve tried with both the story and mechanics to not just be an earthbound romhack. That also means not looking like one visually though so I made the decision that I don’t just want static sprites of enemies sit in front of an often-recycled background. Instead I think I will aim to give each enemy encounter it’s own unique background, for example a spider enemy could have a giant net in the background or maybe there’s even an enemy that is bigger than the entire screen so you only see parts of it. I will also try to consider more animation, at the very least I’ll have 3 sprites, one for undamaged, one for damaged and one for dead or knocked out. I don’t think I have the resources to animate every enemy myself but if I end up having enough money to hire an animator that is totally something that’s at the top of my wishlist. I know this is all kinda abstract but I’ve been creating demo textures for my engine so I have something to render and just doodling random shit I’ve come to be more and more comfortable to not just imitate earthbound sprites but do my own thing.
Fig. 2: A random spoder enemy I doodled in like 5mins but that I’m surprisingly attached to after staring at it for 2 weeks while debugging (no pun intended)
Story
I mentioned before that the story of the game is done, it’s all in my head and partially on paper but I still feel like I don’t have that good of a plan because all this story is mostly irrelevant for what happens in the demo which is the main objective right now. I’m currently thinking about giving the demo it’s own scenario kinda separate from the main story, here’s a quick elevator pitch for that:
Prof being a scientists he leads the party to an abandoned research lab. It’s build inside of an old resident-evil mansion but rather than being a functioning mansion it’s mostly just a ruin that proper lab-equipment has been build into. Imagine someone found an uncharted level and decided to not bother modifying it unless absolutely necessary so one wing might be falling apart while one room over is decked out in science equipment. This lab is where the source was created and by exploring it I have the chance to slowly feed enough exposition to create intrigue via scattered diary entries research papers and correspondence (I’m kidding, it’ll mostly be environmental story telling, remember that one of my design prerogative is to use the minimum amount of text necessary). A nice thing about this lab being the demo scenario is that I can go wild with the enemies, I need to stretch rat_games entire hidden tutorial fights into a 30min demo that still delivers on story and world-building so having the freedom to not care about strict theming like I do in the main games chapters is a huge help. Tl;dr: imagine the pokemon mansion on cinnabar island from red/blue/yellow but it actually has stuff happen rather than just having a few statues onto which mewtwos story is written with crayons.
So yeah, I’ve been keeping myself busy. I tend to listen to music when I work and I had it a few times now where i enter this “flow state”, kinda like when your jogging and serotonin and your brain stem takes over and your body just moves, instead I’m programming or drawing. I don’t mean to humble brag rather I’m trying to illustrate that I really, really enjoy doing this and if I had a wish I’d wish for 20k€ so I can just do this full time for 2 years but alas that will have to wait.
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