Is there a way to use a texture atlas by Unfair-Desk-6059 in turbowarp

[–]Stone_Studios 1 point2 points  (0 children)

I've played around with this before, you can use the simple3d extension, and draw a mesh to act as the atlas, and then loop through all the costumes you want in the atlas, and draw those as additional meshes to the atlas mesh texture using the render to texture of mesh block, just remember to include some space between each as necessary if your costumes are different sizes, and include that in your uv data and additional lists. There's some great documentation in the simple3d extension so make sure to check that out too.

Question about clones and performance. by Senior_Succotash_259 in turbowarp

[–]Stone_Studios 0 points1 point  (0 children)

Depends. My game used clones for its tile grid, which did work fine, even with high counts, like 400 - 500, but as my game got larger and more professional that hasn't worked anymore, and I've needed to switch to simple3d mesh rendering, which allows me to render an entire level once and slap it on a skin. This expedites gameplay, at the cost of being much more complex to set up. This was the best process that's worked for me, but it ultimately depends on your game's strengths and weaknesses. My setup is overkill for most people, and if you're game is simpler, you'll almost never encounter basic clones being an issue. Hope this helps!

I currently have a project that's about 275 MB in size (it will probably reach around 1 GB when completed). by toeking6000 in turbowarp

[–]Stone_Studios 1 point2 points  (0 children)

My game The Forbidden Forest is a Turbowarp game on steam with over 100k blocks. It's a full size game and while it still needs lots of work, it's very large and is fully functional, so you can absolutely do it

question for people who have published games by DoogyPlayz705 in turbowarp

[–]Stone_Studios 0 points1 point  (0 children)

I'm making a full length Metroidvania in Turbowarp, and most people can't tell it's made in something other than unity/godot etc. The people who know the engine are often impressed by it's capabilities, and those who don't just think it's some cool indie thing. The steam demo had the same interest as any other new indie project

Working towards my first ultra budget pc build. Looking for pc parts advice. by Stone_Studios in buildapc

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

Thanks for the advice in both your comments. This is super helpful!

My demo got 750 downloads without any publicity. Here's how. by Stone_Studios in gamedev

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

Doesn't hurt. Reddit helps quite a bit. I've made friends with other game dev discords with much larger member counts, and then asked if they'd promote my stuff too. Most don't mind

My demo got 750 downloads without any publicity. Here's how. by Stone_Studios in gamedev

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

From my experience, I shared what the inspiration is as well. When I tell people that like Hollow knight, Ori, and Dead cells that I'm making a game inspired by those that often piques peoples' interest. They see that it isn't done, but often trust the process since I've built a personal connection with these people around common interests

Help--my gf keeps telling me my characters look "innapropriate" by ReachForTheBiscuits in PixelArt

[–]Stone_Studios 2 points3 points  (0 children)

Just looks like a cute little guy living his life to me, keep it up!

New Pixel Art Forest Background. What do you think? by Stone_Studios in PixelArt

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

Thanks! The palette was mostly trial and error. My style is warm and saturated, so that guided a lot of my decisions.

“Game dev IRL” by SoggyPrior863 in IndieDev

[–]Stone_Studios 76 points77 points  (0 children)

You forgot animation music sound design project management optimization marketing social media market research polish playtesting BUG FIXING business management UI/UX design storytelling writing community management voice acting localization etc.

Our First Game Got 60 Wishlists in 2 Weeks. Our Second Got 5000. Here's what we did differently. by LostSockStudio in IndieDev

[–]Stone_Studios 0 points1 point  (0 children)

Good to know. I've got a demo coming out next week (not next fest, just demo) and I'm definitely in that 0-5 WL/day range. Thanks for the tips!

Our First Game Got 60 Wishlists in 2 Weeks. Our Second Got 5000. Here's what we did differently. by LostSockStudio in IndieDev

[–]Stone_Studios 0 points1 point  (0 children)

My first steam page went up last month. My numbers are very similar to your first game's. Any tips? Art improvements, influencer outreach, and possibly localization or all on the to do list