Game Development

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This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It's been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we've released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

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its a small inventory management game in a sci fi setting. We only worked on it for like 4-5 months after our last game was cancelled and we downsized a lot so its pretty rough around the edges but i hope it will be fun if you guys give it a try

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its a small inventory management game in a sci fi setting. We only worked on it for like 4-5 months after our last game was cancelled and we downsized a lot so its pretty rough around the edges but i hope it will be fun if you guys give it a try

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Many of us get a sense of warm nostalgia when it comes to the PSP. Released in 2004, this portable console was a real breakthrough for its time. It introduced us to the possibility of enjoying full-fledged game projects on the go. It was incredibly groundbreaking at the time. As if you had a little piece of home console in your pocket.

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I've wondered about this game engine for a while. Based on CryEngine, it sounds like it should have pretty stellar graphics for an open source engine. There doesn't seem to be much of a community around it though.

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Hi Lemmy! Here's the game I have been working on for the last decade: a pixel art space sim. Called Away To The Stars. You can get it on Steam. https://store.steampowered.com/app/2329800/Away_To_The_Stars/ Any feedback welcomed

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Professional game makers care very much about how Unity operates as a business these days.

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submitted 4 weeks ago* (last edited 4 weeks ago) by RmDebArc_5@sh.itjust.works to c/gamedev@programming.dev
 
 

Anybody using Solarus? Do you recommend it? Is there any way to install it on Linux without snaps (fedora)?

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submitted 1 month ago* (last edited 1 month ago) by berin@programming.dev to c/gamedev@programming.dev
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submitted 1 month ago* (last edited 1 month ago) by it_depends_man@lemmy.world to c/gamedev@programming.dev
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Hi, I've spent the last few months working on a rogue-like bullet hell game for a school project. It uses a 0G movement system that's kind of similar to Asteroids, which I think makes for a surprisingly unique experience. It's finally getting to a state that feels like a real game, so this would be a great time for some playtesting! If anyone out there is interested, or just wants to play a free game, feel free to give it a try. Any feedback would be much appreciated.

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Through mentorship, training, and project-based investment, SIE strives to lower the barrier of entry and showcase the most incredible talents emerging from this region. We’re pleased to announce this new initiative and our call for submissions.

The MENA Hero Project will support game developers based in the following countries: Saudi Arabia, United Arab Emirates, Bahrain, Iraq, Kuwait, Oman, Qatar, Jordan, Egypt, Morocco, Tunisia.

Interested developers should apply to the program by reading the FAQ and applying here.

There is hope for us yet.

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[Blog] Valve just took away a valuable visibility tool

Blog post by Chris Zukowski (How to Market A Game)

https://howtomarketagame.com/2024/08/21/valve-just-took-away-a-valuable-visibility-tool/

@gamedev

#GameDev #GameMarketing #Steam

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submitted 1 month ago* (last edited 1 month ago) by mac@programming.dev to c/gamedev@programming.dev
 
 

Last year for reference

And the year before that

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I guess the question is straightforward. I'm creating a simple 2D game with a few animation and 30 or 60 fps are more than enough. I'd like to cap the fps to reduce power consumption on my laptop when testing my own game. I can manage that from the nvidia control panel, but I can do that from ingame code? I can see many games provide a fps cap option. How do they achieve that? Sleeping/calling Sdl_delay doesn't seem a great option and neither is active waiting while checking for passed time. Is there an hardware mechanism I can block to?

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