Spacelab_Games

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Spacelab_Games

Spacelab_Games

@SpacelabG

Indie game dev studio. Creator of Shadow of the Orient for PC. Available now on Steam: https://t.co/JJUdCBn2mU

Ontario, Canada Sumali Mart 2021
4.1K Sinusundan2.1K Mga Tagasunod
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Spacelab_Games
Spacelab_Games@SpacelabG·
Shadow of the Orient Definitive Edition is now live on Google Play for only $2.99 US. The free version will be taken off mobile stores at the end of October. play.google.com/store/apps/det…
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Spacelab_Games
Spacelab_Games@SpacelabG·
Wanted to share this video interview with the folks over at Press Start 2 Play who were interested in learning more about me and my game Shadow of the Orient - which they really enjoyed playing. I really enjoyed just talking about games with these guys. youtube.com/watch?v=c8JPzC…
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Spacelab_Games
Spacelab_Games@SpacelabG·
Looking for a pixel art animator for my game, Shadow of the Orient! Paid job. Focus on character and enemy animation. Send portfolios or inquiries in DM #pixelart #Jobs
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Spacelab_Games
Spacelab_Games@SpacelabG·
@CoagArt shit that looks awesome, well done. You available for some freelance work? your bio states comms open.
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Battlefield Bulletin
Battlefield Bulletin@BFBulletin·
#Battlefield6 features a new kind of Aim Assist system which is an "evolution" of what we had in #Battlefield2042. Ripple Effect calls it Aim Assist 2.0. In a interview with Well-Played, Matthew Nickerson explained how the "Aim Assist 2.0" system works in #Battlefield6. "We're talking real-time renders now. We moved away from squares, boxes and spheres to capsule-oriented meshes for aim assist. We've really upped the level of consistency and performance across the board. We're going very light with aim assist. We're not adding rotational aim assist; we actually removed snap zoom, which was in 2042, as we believed it was too mechanically heavy. We want to humanise aim assist, as we call it here internally. At the end of the day, aim assist is there to assist the player, but we need player input to even activate the system. We want the player to feel good about what they're doing in-game, achieving those kills, and they feel like they achieved it. Not some system or code that achieved it for them. So that's our differentiating point, and that's our approach when it comes to a design standpoint of what cross-play is and what cross-play means for Battlefield. We have some really cool, interesting, and unique ideas and implementations that are maybe counterintuitive to what's found in other products out there. But, again, aim assist is always a hot topic, no matter what game you pick, whether you're a CoD player or an Apex player or whatever. We're really excited about the solution we have, and we're focused on what we feel works best for Battlefield." On the other hand, Ripple Effect has also worked internally on something called "Battlefield Triangle" where aim assist is interconnected in all scenarios possible for controller players: infantry versus infantry, infantry versus vehicles, and vehicles versus vehicles. "They have their own set of unique parameters, settings and tunings when it comes to aim assist. So, we have a holistic controller experience, and the first feedback we received was, 'I don't feel the need to switch to another input anymore. I feel like the controller as a whole, with everything that Battlefield offers: vehicle gameplay, infantry gameplay, whether I'm fighting vehicles or I'm in a vehicle myself, I don't have to switch inputs.' And that was a great thing to hear. We want vehicles to maintain power; we don't want to have this auto-aim system where you have a rocket launcher and you're just blowing up tanks left and right. We understand that infantry is the deadliest anti-vehicle counter that exists in the game, and we want to be respectful of that, but we also want to provide some assistance when it comes to certain aspects [of vehicle combat]." well-played.com.au/battlefield-6-…
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Spacelab_Games
Spacelab_Games@SpacelabG·
If anyone is having trouble getting Play Game Services to work in Unity then maybe my recent blog post will help you out - it only took me two weeks to get it working 😡 spacelabgames.com/integrating-go…
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Spacelab_Games
Spacelab_Games@SpacelabG·
@TheIndieManiac wow, there really trying to kill the physical games market with these ludricous prices.
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Spacelab_Games
Spacelab_Games@SpacelabG·
@Cocos__Revenge who the hell said u shouldnt make your first game a platformer? make whatever the hell u want...bunch of goofs
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Coco's Revenge | Wishlist Now
Coco's Revenge | Wishlist Now@OctopusPunchDev·
I heard you shouldn't make a pixel art platformer as your first game, but growing up with this genre I decided to make one where we completely throw the rules out the window. What do you think? #pixelart #gamedev #indiegame #indiedev #ゲーム制作 #ドット絵 #ゲーム開発 #픽셀아트
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Spacelab_Games
Spacelab_Games@SpacelabG·
Holy crap my game store page is finally live on the PSN store. Never thought in a million years i would ever have a game published on a console system...i think i might just shed a tear 🥲 #indiegames #indiedev #retrogaming #pixelart
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Nostalgic Gamer
Nostalgic Gamer@16bitnostalgia·
Are you in the 14%?
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Nostalgic Gamer
Nostalgic Gamer@16bitnostalgia·
I'm looking for the 8-bit, 16-bit, and 32-bit games with the best soundtracks. What you got for me?
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Spacelab_Games
Spacelab_Games@SpacelabG·
Happy Holidays everyone! Here's a sneak peak of some games coming to consoles in 2025 on behalf of my publishing partner Dolores Entertainment. youtube.com/watch?v=qsaXL7…
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