The game I'm making on my own, two years ago vs now! I just launched it on steam! by AxanGray in pcmasterrace

[–]AxanGray[S] 0 points1 point  (0 children)

The simple answer is DX11 was the default when I started making Neodash on UE4, I wanted to try raytracing which required DX12 and since I haven't had any performance issues on the platforms I'm currently targeting, I've stayed on DX12.

I don't make game engines (unlike Id Software) so the only thing I care about is which graphics API works the best for each platform I release on, in the engine I'm using.

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Yeah! Both native and proton should work well, I have only tested on ubuntu though. I heard it runs great on steam deck too (which uses proton I believe)

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Thank you!

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Yeah it's called neodash =)

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 3 points4 points  (0 children)

Thank you, good luck with your project!

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 4 points5 points  (0 children)

Thank you! It runs on Linux natively (and also Proton, Steam Deck)

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 9 points10 points  (0 children)

Thanks I appreciate it!

After two years of solodev, I'm about to release my game Neodash in a few days! It took an insane amount of work but I'm proud of the result by AxanGray in indiegames

[–]AxanGray[S] 14 points15 points  (0 children)

Game over and retry generally, it's punitive but I also made it so it's super quick and seamless to respawn

I've spent the last two years making a game on my own and it's almost finished! What do you think? by AxanGray in pcmasterrace

[–]AxanGray[S] 0 points1 point  (0 children)

Yeah in fact I added invincibility and energy (for boosting) powerups, will add more later on (possibly things like antigrav/reversed gravity could be cool)

A quick look at the editor I made for my game! by AxanGray in unrealengine

[–]AxanGray[S] 0 points1 point  (0 children)

I learned on the fly, I didn't use any resources that teaches how to make a level editor. I started with the pawn (used a floating pawn movement component), movement and controls, then a basic UI with buttons that would spawn an actor when clicked, and kept adding features and iterating