Valve showing off #Blender and #Godot on the new #SteamMachine (running #Linux and #KDE) promo material presents a complete and competent #FOSS stack for #GameDev – worth a moment of…
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Important: keepandroidopen.org #android #foss
I’ve sold just 31 copies of my game as of today, which doesn’t warrant expanding to mobile platforms, BUT at the same time I want the experience and I also…
I’ll make a proper post on it on the official Worgames account tomorrow, but let it be said today: Super Space Arcade is available on Steam now for Mac and…
Figuring out how to create a code-signed, notarized MacOS version of my game to publish through #steamworks on a testing branch as an additional depot on the existing CD Key…
Think I got to integrate @blockbench into my workflow, could look great with my current voxel stuff, adding a bit more fidelity. Video by @gamefromscratch #gamedev #voxel #indiedev
youtube.com/watch?v=OyYk5Q…
#hotfixsaturday #gamedev x.com/worgamescom/st…
Yesterday I’ve played around with a couple of different ideas for track generation in Super Space Arcade, but I realized what a big gamble it is to make these architectural changes to a released game. Perhaps better left for a sequel. Still enough other areas to polish. #gamedev…
Lesson learned (again): When getting a pooled object in Unity, set the position and rotation *before* setting it active. The lifecycle methods and the physics engine might otherwise interfere, even when it looks like you have a clear path in your code from A to B. #unity #gamdev
After my debut game “Super Space Arcade” took way to long to release, I’ve been thinking to do what most gamedevs recommend, to make small games, and fast(-ish). I’m planning…
So I have an object pool with a maximum of objects to keep available. If I request more objects from the pool then are available, I just instantiate them regularly and on return to the pool I destroy them. Is this a good pattern? #gamedev
“How to get ahead of 83.5% of indie Steam devs in 2025” Totally not clickbait. #gamedev #indiedev
tomwor.com/how-to-get-ahe…
How to get ahead of 83.5% of indie Steam devs in 2025
Totally not clickbait. Read more
I’ve been using Handbrake to compress my videos for a while and always struggled to do 540p video for socials small enough. Now there seems to be a (new?) preset…
Despite the Steam Deck unverified status, “Super Space Arcade” runs great on the #Steamdeck and has been thoroughly tested on it. The game was built with handheld gaming in mind.
While reviews from strangers can be quite a gut punch, I guess they are also the most honest ones. I got my homework. #gamedev
After years of work, I’m very proud to release my debut game “Super Space Arcade” to the public today. It’s a short loveletter to simpler times, as I remember them.…
I’m releasing “Super Space Arcade” tomorrow! I made everything myself, except the music. So if you want to hurt my feelings, just say you like the music best! 💔 🤜…
Bad wifi at the office. No problem, got an unlimited data 4G cellphone plan. Tether. Connect. Cloudflare: “Sorry, you have been blocked” #ipblock
#Steam really beats my Library and Store assets to mush with it’s compression. Have to fight back with Curves, High-Pass filter and Saturation increase. The exported images look like shit, but when mangled by the comp algorithm they look fine again. 🤷♂️ #gamedev
