Fabi Smith | Islands & Trains OUT NOW

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Fabi Smith | Islands & Trains OUT NOW

Fabi Smith | Islands & Trains OUT NOW

@Just_Game_Dev

Indie game developer/artist & kindergarten teacher - Worked on Islands&Trains: https://t.co/YgFpRlAGJb…

Germany Katılım Eylül 2020
128 Takip Edilen14.5K Takipçiler
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Fabi Smith | Islands & Trains OUT NOW
My first steam game ISLANDS&TRAINS has just released!! What began as a tiny hobby project has grown into something I’m so thankful, excited and proud for. It would mean the world if you could give this a retweet and try the game on Steam💌🌻s.team/a/1957760
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Fabi Smith | Islands & Trains OUT NOW
We updated Islands&Trains with some heavily requested QOL features: 🌊Placing elements on water now automatically adds the ground pieces underneath 🏗️Automatically replace tiles when a new element is put on top 💥Trains explode less aaaand it's 30% off during spring sale ☺️
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Fabi Smith | Islands & Trains OUT NOW
@inacho_ can't wait to get my hands on this. I love incremental games and I love micro machines ! Just saw on the older footage there initially was black dust. I think that works really well, there !
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Fabi Smith | Islands & Trains OUT NOW
@AffinityPlay pffsh what do you mean ? what is so hard to keep track of between dust_particle_final_12_modified.png in "particles" and vfx_particle_dust_finalized27_finished.png in "textures" ?
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
One of the most challenging things in game dev is keeping all of your assets organized. It's a constant struggle. 🧘🏼‍♂️
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Fabi Smith | Islands & Trains OUT NOW
@_amohs gosh I hope you keep sharing your progress, this is my favorite thing to follow recently 😍 there's utter fascination mixed with intense mystery :D
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Fabien Weibel - Wishlist Sandcastle
I've improved the rake tool and made it much more precise. I've also made a few changes on the sounds! Follow me for more updates and relaxing beach dioramas! Wishlist Sandcastle ➡️ s.team/a/3216520
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Staggart Creations
Staggart Creations@_staggart_·
Spline Mesher PRO is now available! Rebuilt mesh generation using Jobs and Burst for fast realtime editing. Output splitting, unique fill mesh functionality and new demo content! ☺️ See the store page for upgrade discounts 🎁 🔗 staggart.xyz/u/spline-meshe… #unity3d #pcg #gamedev
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Fabi Smith | Islands & Trains OUT NOW
@Kev_Bayliss this was my favorite game, what an experience ! The day I read you could go faster by buttonmashing & then FINALLY being able to beat wizpig after 10000 failed tries was such rememberable moment for me. last year my brother gave me his old console and found a version of DKR 🥹
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Kev Bayliss - Video Game Character Creator
Way back in 1996, I was working on Diddy Kong Racing. Probably the most fun I've had in my entire life! One of the most fun parts was creating animation sequences using the custom made software by Rob Harrison who was one of the lead programmers on the team. After I gave him a list of features I needed it to have, Robert created a great editor based on a simplified timeline editor similar to what I had previously used in Alias Poweranimator. Characters, objects and cameras would follow paths that I could draw to create motion, and along those paths I could place 'trigger' events which were usually icons that looked like a musical note or a special effect. So for instance, during the start sequence when Diddy Kong flies around the famous 'N64' logo high up in the clouds, Diddy Followed a path and as he hit triggers along the way, special sound effects were triggered and twinkle star particles were emitted. The sky background was simply a spinning cylinder with a basic blue sky texture on it. However, although it sounds simple, scenes soon became very complicated, and this WIZPIG end sequence after defeating him for the first time was a lot to handle. I made the characters follow paths which ran all over the place triggering sound effects as they ran away from the evil boss! I had so much fun creating sequences, and doing WIZPIG's VOICE! But none of this would have been possible without the great work from Rob to give me a great tool to animate those sequences which really brought the game to life! All of the team worked their asses off in a red hot barn during that summer, but we loved every minute - and it shows in the game! I remember Chris Stamper being really impressed with the speed we were putting this kind of thing together thanks to the way we were communicating with each other as a team. But with this particular sequence he wasn't happy when he saw I was building a lighthouse. I remember him asking why I was wasting memory on graphics because it was in short supply - and everything should be built for a reason. (And quite rightly so) However, little did he know it would become a rocket ship for Wizpig to launch into space with, and ride around the space racetrack, but he soon found out! Lee Schuneman did a great job bringing the team together and getting them to trust in his vision of a racing game with an 'adventure' element. The amazing front end by Johnni Christiensen set it apart from many other games with it's bold use of colour and great cartoony style And that music you hear is by non other than my best pal David Wise! What a game! What a time we had! We all worked so hard - And some of the team now even work with me at Playtonic Games! (Paul Mountain, John Pegg, Martin Wakely) #DiddyKongRacing #GameDev #VideoGameHistory #Art #Characterdesign
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Fabi Smith | Islands & Trains OUT NOW
@MikeRoxyGames damn that looks so satisfying. I'm not a programmer so I'm wondering how do you handle so many (seemingly) objects/gibs/coins that interact with each other, from a performance/optimization perspective. I never understand how that works. looks so juicy :o
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Fabi Smith | Islands & Trains OUT NOW
@artofsully can only imagine the feelings that must have been felt until this resolution. happy that you could navigate through this, afterall. feel supportively but still adequately hugged from afar by a stranger from the internet🤗
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SULLY
SULLY@artofsully·
a bittersweet update on #BOMBSHELLBLITZ! tldr: I'm creatively burned out on it and need to take a break from its development to focus on something smaller, before potentially returning later. Thank you for understanding 🥹🖤
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thomas "noio" vandenberg
thomas "noio" vandenberg@noio_games·
so nice when the different tools start working together! (easy spline editor + spline particle emitter generator)
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Gius Caminiti | Tower Factory OUT NOW! ⚔
A small trick (also called shader) I use to hide holes in my game. It makes it look like buildings have an interior, but I’m really just covering up a wall! 🥷
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