Viento

66 posts

Viento

Viento

@_Viento91

Beigetreten Mart 2015
792 Folgt73 Follower
Viento
Viento@_Viento91·
@_idoz Any updates on that one? Was looking forward to it, hope it didnt get scrapped :)
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Viento
Viento@_Viento91·
@BakedJake Your PMC obviously tripped and broke his neck
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BakedJake
BakedJake@BakedJake·
First raid in 5 months, What a greeting
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Viento@_Viento91·
@RubyBenji Fingers crossed that the unlock requirements for the advanced classes change too :D
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RubyDev | Tiny Rogues Dev
RubyDev | Tiny Rogues Dev@RubyBenji·
It's a big time investment but it feels super worth it so far.
RubyDev | Tiny Rogues Dev tweet media
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RubyDev | Tiny Rogues Dev
RubyDev | Tiny Rogues Dev@RubyBenji·
I can recommend every dev out there to put aside as much time as it takes and do a FULL playthrough of their game. I am halfway done with Tiny Rogues right now and I already feel so much more in touch with my game than before. Project: "be in touch" is a huge success so far.
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Viento
Viento@_Viento91·
@lectvs Art and effects are very satisfying
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Hayden McCraw
Hayden McCraw@lectvs·
yes i would like a rapid-fire piercing shotgun (Sound ON for popcorn 🍿) (Game link in the replies 👇) #LDJAM
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Viento
Viento@_Viento91·
@samyam_youtube You could readd the old level background as secret levels? Or make an unlockable (exchanging the stars) to change the background? Same applies for the platform color.
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Viento
Viento@_Viento91·
@samyam_youtube Add juice to the stars when picking it up, maybe adding some small star particles. :)
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Viento
Viento@_Viento91·
@mesetatron Currently looking into getting a laptop, what Thinkpad is that?
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Yuan Gao
Yuan Gao@mesetatron·
So, ok, I should give a fair explanation for why this works: we work on a browser-based MMO, and a 2D one at that, and our policy is to externalize the assets from the main game bundle to be loaded in dynamically at runtime to make it as easy as possible for us to add new content. Because of this, the game bundle is kept as small as possible, so there's not a lot of assets to pack, which is the bulk of the build times Add to this the fact that our stack shares a lot in common with what web developers would find familiar - the frontend compiles to javascript and is deployed in very much a similar fashion to SPAs. The backend is a binary, but it's packed in docker and deployed to kubernetes. So our whole build toolchain uses the same sort CI/CD you'd see in web apps. This means aside from some limited local testing capability, our builds are handled by gitalb CI, with self-hosted runners in kubernetes clusters, with auto-scaling jobs pool. This means it automatically scales up the build servers as necessary to accommodate the builds in parallel. On a busy day, there could be 4 or 5 simultaneous builds happening due to all the features being developed. The CI/CD pipeline builds the game client, and hosts that at a preview URL which can be shared internally for QA. We actually use Firebase hosting for this, since it supports preview branches which automatically shut down after a few days, though this is more of a legacy decision that just hasn't been updated yet because it still works. Our main deployment is no longer hosted on firebase, it's just the previews It also builds the server, and stashes that in our internal docker registry. When one of the preview clients starts up, it instructs our sharding service to automatically provision the matching server version and connect to it. That way, we can test features need to be implemented on both client and server This whole CI build process takes 2 and half minutes. This means you can be working on an MMO feature, do a git commit, and launch your preview with that new feature, in less than 3 minutes. I actually did a LOT of work to optimize our build pipelines down to 3 minutes, because it was pretty important for dev flow to have fast CI systems. At one point our builds were taking more like 15-20 minutes. For this reason, I don't really need a lot of processing power on a local workstation Having said that... this Thinkpad is one of the more decked out ones, with 32GB RAM, an i7-1260p (admittedly runs too hot), and I plug it into an RTX 3060 eGPU on my desk with the 50" monitor, so I was being a bit disingenuous when I said "single Thinkpad laptop"
Yuan Gao tweet media
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Yuan Gao
Yuan Gao@mesetatron·
wow, and here I am doing all the dev work for the MMO off a single Thinkpad laptop
Martin Griffiths@Griff_

Some additional info on my No Man’s Sky dev setup - although this bank of computers are often used for PC configuration debugging, their primary purpose is to parallelise building and working on so many platforms: So here’s how I work - the right most PC (Xeon w9-3475x 36core, 128GB) is used for Switch, PS4 and older Xbox dev. Second from the right is my ‘team red’ PC (7950x, 6950XT GPU, 64GB).  Third from the right is my ‘team blue’ system (13900KS@6.2GHz, RTX4080, 96GB) - 14s game load time, fastest PC for small build iteration. Lastly, the PC on the far left is a 52 core Xeon (2xPlatinum 8270, 384GB) that I use for large shader or complete platform set data builds.  My main Threadripper work-station (not shown here) is used for PS5 and Xbox Series dev : obviously at Hello there’s much larger scale infrastructure for automated builds, smoke-testing and a wider QA environment, but as a starting point a hardware setup like this accelerates cross-platform work and helps achieve an efficient work-flow - especially when combined with an optimised code base, that can be fully rebuilt in a few minutes on any of these PCs. TLDR : Platform specialists need to be agile within a small company that covers so many configurations.. Get the right tools for the job!

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Viento
Viento@_Viento91·
@tophtacular GMPulse was an insta buy for me. Paired it with GMLive goes really hard. Accelerates the dev time up to 9000.
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topher
topher@tophtacular·
Small update to GMPulse, added the ability to execute some events on instances from within the GUI. Also did some optimization under the hood and squashed a few bugs. topherlicious.itch.io/gmpulse/devlog…
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Viento@_Viento91·
@tophtacular Exciting, purchased and will test it on the weekend.
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topher
topher@tophtacular·
I am FINALLY releasing the project I've been working on since last year! It's called GMPulse, and it's a runtime inspector and control panel for #GameMaker. It allows you to edit variables, change rooms, toggle fullscreen, and more - all while your game is running. Link in 🧵1/5
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Tiny Rogues
Tiny Rogues@tiny_rogues·
Check out these long dragon boys that give you a warm welcome to Hell! 👿🔥 ❤️‍🔥This is just a test room, so don't expect encounters to be that easy! 🐉🐉 #TinyRogues #gamedevelopment #indiegame
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ellraiser
ellraiser@ellraiser·
Just over a year ago I thought it'd be cool to try and make a game! Today I added in an ending, the credits, and actually finished @apico_game... wtf It's been an incredible time but damn I'm actually more relieved than anything else - brb going to nap for like a whole month 😅
GIF
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Viento
Viento@_Viento91·
@ellraiser @3L1 Interesting to see, I always thought you are going for nine slices. Great UI nonetheless
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ellraiser
ellraiser@ellraiser·
@3L1 Ahh thank you so much Eli!! Means so much coming from your and your beautiful game 💛💛 The UI design stuff is probably my favourite thing to do in gamedev always excited to be adding new menus and stuff! My menu spritesheet alone for APICO is huge 😅
ellraiser tweet media
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