Page 1 of 1
Gamedev Resources
Posted: Sun Oct 22, 2023 4:16 pm
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
Re: Gamedev Resources
Posted: Sun Oct 22, 2023 6:25 pm
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
Re: Gamedev Resources
Posted: Sun Oct 22, 2023 8:39 pm
by NovaSquirrel
I find https://lospec.com/palette-list really helpful when I'm building out palettes for my games
Re: Gamedev Resources
Posted: Sun Oct 22, 2023 9:33 pm
by Jess
endesga 64 and 77 are where you'll find all the colors I use lmao
Re: Gamedev Resources
Posted: Sat Nov 18, 2023 12:09 am
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
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
Re: Gamedev Resources
Posted: Tue Nov 21, 2023 12:19 pm
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.
Re: Gamedev Resources
Posted: Thu Nov 23, 2023 11:56 am
by Efi
I think I have understated how much I use WolframAlpha and GeoGebra to figure out math shit for games.
Re: Gamedev Resources
Posted: Sat Nov 25, 2023 2:36 pm
by Taeltales
Akira: Yeah, even as artists, we can't recommend Lospec's catalog of palettes enough, we always look through it every now and again
Re: Gamedev Resources
Posted: Sun Nov 26, 2023 3:28 pm
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
Re: Gamedev Resources
Posted: Tue Dec 05, 2023 4:29 pm
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