Gamedev Resources

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Efi
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Gamedev Resources

Post by Efi »

Post your most useful resources for developing games so I can EAT them!

I'll start with this gem I found recently: https://gameprogrammingpatterns.com/

I've been reading it and being surprised at how much of this I have "invented" on my own based on other common gamedev materials
this is a good distillation of data manipulation design

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Re: Gamedev Resources

Post by Jess »

I always feel bad when people ask me about gamemaker tips and tutorials and stuff because a lot of my knowledge from gamemaker comes from when 4, 5, and 6 were the newest versions lmao, and whatever places I gleaned knowledge from (which wasn't just me screwing around and figuring it out on my own) are long gone now

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Re: Gamedev Resources

Post by NovaSquirrel »

I find https://lospec.com/palette-list really helpful when I'm building out palettes for my games

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Re: Gamedev Resources

Post by Jess »

endesga 64 and 77 are where you'll find all the colors I use lmao

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Re: Gamedev Resources

Post by Elfi »

I have saved up a lot of various resources over the years, and while it'll take some sorting through my backups to get them all back, let's see how many are still around and how many are yet still archived!

I'll try to update this as I find more resources, I know there's more out there that I've yet to remember!

General

  • Awesome Godot - A repository of Godot games, utilities, and plugins

Graphics Utilities and Art

Audio

Guides and Tutorials

  • Rotation by Shearing - notes regarding accurate pixel rotation in software

  • 2D Platform Games @ Katy's Code - first part in a series providing insight and guidance to programming platformer implementations.

  • Guide to Implementing 2D Platformers @ Higher-Order Fun - a blogpost showcasing various platformer implementations. Old but still insightful

  • Vector Cheat Sheet @ Higher-Order Fun - 5th part of a series with information on vector math and use cases, with the other parts linked in the article

  • Pixel Art: Animation Smoothness @ Lost Fortress - an extensive blogpost for animation techniques

  • Miniboss Pixel Art Tutorials - a collection of articles and informational graphics on pixel art

  • SLYNYRD - blog covering various pixel art and animation techniques

  • Amiga Pixels @ AndroidArts - A blogpost about various techniques used in drawing pixel art for the Amiga and other platform with tight palette limits

  • Experimenting with Colors @ the Wayback Machine - Sadly the original host dropped, because it seems like this site has a fair bit of useful posts on spritework and colour theory

  • Pixel Art Tools and Techniques @ the Wayback Machine - See above

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Re: Gamedev Resources

Post by Sharb »

I'll probably come back later with better resources but something I always use when I need to figure out a shader in godot is
godot shaders
Has a simple website that displays different shaders and it seems to cover a lot of useful technique, i use it all the time.

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Re: Gamedev Resources

Post by Efi »

I think I have understated how much I use WolframAlpha and GeoGebra to figure out math shit for games.

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Re: Gamedev Resources

Post by Taeltales »

NovaSquirrel wrote: Sun Oct 22, 2023 8:39 pm

I find https://lospec.com/palette-list really helpful when I'm building out palettes for my games

Akira: Yeah, even as artists, we can't recommend Lospec's catalog of palettes enough, we always look through it every now and again

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Re: Gamedev Resources

Post by Elfi »

Efi wrote: Thu Nov 23, 2023 11:56 am

I think I have understated how much I use WolframAlpha and GeoGebra to figure out math shit for games.

I have always used my old TI-83+ (where the graphing functions helped with plotting out things like hangtime in jumps or linear interpolations), but I feel like I: A. should get with the times, B. sell the calculator for some much-needed cash, and C. Probably make sure there aren't any batteries in it

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Re: Gamedev Resources

Post by Efi »

For anyone using Godot, Im gona leave this class here that helped me debug where the fuk I was losing 3 second on load. Turned out to be adding a whole list of GUI nodes at once is -a lot- but the Profiler didn't show shit, so.

Code: Select all

class_name Timing extends RefCounted

static var _timers :=  {}

static func start(n: StringName) -> void:
	_timers[n] = Time.get_ticks_usec()

static func check(n: StringName) -> void:
	assert(n in _timers)
	print(&"Time since %s started is %s µsec" % [n, str(Time.get_ticks_usec() - _timers[n])])

use like Timing.start(&"the thing im doing") and then Timing.check(&"the thing im doing") after the thing you're doing

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