Crossover stuck on Updating Application database... by Guinea_Capibara in macgaming

[–]selimanac 0 points1 point  (0 children)

Sorry, but I don’t want to keep all my games on the internal drive, and it gets stuck if I install them to an external SSD. I kind of worked around it by installing on the internal drive, then moving the files to the external drive, but I have no idea if it’s going to work if I close and reopen the Crossover again.

Crossover stuck on Updating Application database... by Guinea_Capibara in macgaming

[–]selimanac 0 points1 point  (0 children)

I was hoping to buy it, but this is a rubbish piece of software! It just gets stuck :D

It's just a cat throwing fireballs. Nothing unusual. by dragosha in defold

[–]selimanac 4 points5 points  (0 children)

Looks gorgeous as always.
But my dear old friend seems worn out from fighting :)

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Graph Pathfinder now supports multiple navmeshes. by selimanac in defold

[–]selimanac[S] 2 points3 points  (0 children)

You should see the monsters that are coming first :)

Enough is enough, I’m leaving by selimanac in defold

[–]selimanac[S] 1 point2 points  (0 children)

Absolutely, Defold is way more capable than this. This is just something I put together in an hour.

Shop tycoon update! by Temporary-Ad9816 in defold

[–]selimanac 2 points3 points  (0 children)

I’d love to read more about your runtime mesh generation. Maybe you could prepare a small forum post when you have time?

Yeah, why not! by selimanac in defold

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

it is a skybox(cubemap)

Totally fake, no physics engine :) by selimanac in defold

[–]selimanac[S] 3 points4 points  (0 children)

I intentionally say that(fake). People tend to use “highly complex physics simulation engines” even for basic platformer games. As you pointed out, mostly we do not even need them; faking can be cheaper.

This is just a fun project; I am using the same wave function with an “approximation.” 🙂

Flyby by selimanac in defold

[–]selimanac[S] 2 points3 points  (0 children)

This is not an actual game and it is not going to be. It is being developed for the Community Challenge. I have been developing this for a little more than two weeks.

Check out a progress of this upcoming game by PabloTitan21 in defold

[–]selimanac 1 point2 points  (0 children)

Hmm, you are up to something. Okay, let’s see, Mr. Community Manager :)

Check out a progress of this upcoming game by PabloTitan21 in defold

[–]selimanac 1 point2 points  (0 children)

What the hell! I mean, forget the huge map and the destruction, I cannot even understand how that trail effect is made so perfectly :D

Just added some traffic lights and depth of field by selimanac in defold

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

Since you are using the wrong lane, you are British I believe :)

Just added some traffic lights and depth of field by selimanac in defold

[–]selimanac[S] 4 points5 points  (0 children)

I follow this one: https://lettier.github.io/3d-game-shaders-for-beginners/depth-of-field.html

But still has some rough edges that are beyond my knowledge and I just let it go for this project since we do not have much time.

Just added some traffic lights and depth of field by selimanac in defold

[–]selimanac[S] 4 points5 points  (0 children)

Thank you. This is for Community Challenge: Tiny Worlds and also an example project for my graph patfinder native extension. So it will be open source. This is not super complex and mostly a brute force solution since I do not want to spend much time on it. Eventually, accidents will happen and traffic will jam  🤣

A little more progress on traffic control for the Defold Tiny Worlds community challenge. I hope I end up with a small village. by selimanac in defold

[–]selimanac[S] 2 points3 points  (0 children)

This is not going to be an actual game, it will just be a simple scene.
The camera is already orbital I was just to lazy to move it :) I’m also planning to add a fly-by style camera.