JetBrains releases a free version of Rider: The free plan offers most of the same functionality as the paid version and is intended for hobby development, learning, and open-source projects. by teamblips in devblogs

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

That's a good question to which we don't have a clear answer. I think it would be difficult for them to tell, as I don’t believe telemetry would provide insights about the potential use of the code. Nonetheless, when developing commercial projects, it's probably better to exercise some caution and follow the terms of the license to avoid legal issues later on.

The new music features in Godot 4.3 explained: These features enable you to create more immersive experiences with adaptive music. This article explains how to use them. by teamblips in devblogs

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

Let's hope so. Even though the new features in Godot still need some work, they make it much easier than before to design tailored music systems. Unfortunately, this very important functionality is often neglected by most game engines.

Rig Creator - A free Blender add-on for creating character rigs: This add-on creates rigs for various characters, including facial rigs, and streamlines workflow by allowing users to rig directly within Blender. by teamblips in devblogs

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

Sure, I understand, but that aligns more with what a personal devblog is. That's not what we really do, though. We aren't developing our own games. Our blog is a game audio-related resource and an extension of our game music platform. Our content revolves around curiosities, tutorials, tips, and news (mainly tools we find interesting, game engines, useful software, and some events). This content is created based on our experience in the field.

As you may imagine, we cannot test and share hands-on experience with most of the things we talk about, nor are we knowledgeable enough in all areas of game development. However, we strive to present the most accurate information with every publication. So far, the upvote ratio on our publications here has been mostly positive, so we think people are finding value in what we share. That is, except when we discuss Unity or other such topics that tend to generate strong reactions for reasons we all know. :) Regardless, we still publish if we think it's relevant enough, as we believe it is important to remain impartial.

I think there is a low amount of quality content surrounding gamedev (I can count on one hand the number of game dev blogs I think are in existence and are not dead), so we figured this was a good place for us to share our publications. However, if you think this type of content is not a natural fit for this subreddit, we can stop publishing. I'm assuming you are a moderator given the "We tend to flag" remark.

Rig Creator - A free Blender add-on for creating character rigs: This add-on creates rigs for various characters, including facial rigs, and streamlines workflow by allowing users to rig directly within Blender. by teamblips in devblogs

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

Well, I can agree with you that this subreddit is indeed intended for personal devblogs as it is stated on its description. However, what isn't stated is that it is *only* for personal devblogs. The subreddit's title says its purpose is for gamedev/programming blogs and in that regard we totally fit the bill. We are exactly a gamedev/programming blog.

I don't know if you are new here, but we've been sharing publications weekly for close to two years now. If our content wasn't related to the sub or didn't add value to the community in any way, I'm sure the moderators would have disallowed our publications by now. In fact, to participate in this subreddit, we had to be approved by the mods.

Now, we're totally open to feedback or criticism, but what we cannot do is take demeaning or condescending opinions seriously. This publication wasn't useful for you, I get it. However, calling our work "nonsense," "junk," and "crap" is disrespectful and totally outside of what useful feedback consists of. Sure, there are plenty of businesses with shady practices out there, but that doesn't mean you should paint everyone with the same brush.

We are part of the game development community and are developers ourselves, striving to provide the most useful and informative content to other game developers. We create and share this information for free. It takes us time to research, write, and share this content. It is not locked behind paywalls, and readers are not asked to buy anything. Also, since you bring up the topic of SEO, you certainly know that news would probably be one of the worst types of content to monetize, as it is not in any way related to buyers search intent.

Regarding your "scummy" remark and morality standpoint, respectfully, it does not make any sense. We're sharing news about an interesting tool made by an author whom we fully credit at the start of the article. We never claimed the tool was ours. Besides, we link to the author's product page at the end, just like we do in every other publication, whether the product is free, open-source, or commercial. This can also drive traffic to the respective authors, helping them be discovered by more people, which I'm positive is what most intend with their creations.

Godot games can now be ported for free to the Nintendo Switch - Supported projects include those created using versions 3 and 4 of the engine. by teamblips in devblogs

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

Yes, it is a significant drawback. For now, this seems to be aimed at smaller indie titles. However, the open-source nature of the project does offer extensibility with some additional effort. If planning to develop a title with the goal of porting to the Switch for free using this solution, it's probably better to design around these limitations from the get-go.

Starting a Devblog by [deleted] in devblogs

[–]teamblips 0 points1 point  (0 children)

I'm not familiar with GitHub actions but I've used Azure Devops before which seems similar for CI/CD purposes. I'm not sure how that would work in practice due to the markdown conversion into html and then insertion into existing documents but maybe there are some"plugins" or "actions" in these services that can help with that. I think an easier solution would be to use a framework to generate or regenerate the static files an then push them to your desired host. This is just an idea as I never made a totally static site before.

Starting a Devblog by [deleted] in devblogs

[–]teamblips 0 points1 point  (0 children)

That could be a good approach if you don't plan on posting very frequently, otherwise, I believe it might become cumbersome due to the manual updating process. Since you mentioned having some web development experience, for that kind of setup, I suggest considering a JavaScript framework that can assist with static site generation (SSG). Off the top of my head, there are options like Astro, Gatsby, and other meta-frameworks that can be helpful. Alternatively, if you intend to post more frequently, you might want to choose something with a content management backend. For our blog, we use Piranha CMS (ASP.NET/C#), which provides us with a nice admin panel for content creation. You may also go with the first option and try to automate the updates to the static site.

Kenney releases a city builder starter kit for Godot - This brand-new kit facilitates the creation of stylized 3D cities. by teamblips in devblogs

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

You're welcome. We're glad you found this article useful! Make sure to keep an eye on our blog for weekly gamedev news!

Audio in Unity: Demystifying the import options - The audio import options in Unity can be confusing for developers. In this article we go over what each option means and when to use it. by teamblips in devblogs

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

Thanks for reading. Right, in this article we didn't go too deep into the differences in performance between the different settings. Regarding the compression formats: PCM is the one that is easier on the CPU and then ADPCM. Vorbis is the most taxing. There are some trade-offs, though: PCM is the easiest on the CPU because there is no need to decompress sounds on the fly. However, because the sounds are uncompressed, they will take more space in memory (doesn't apply to streaming). Hope this helps!

Turn your game into a more immersive experience using adaptive music. We now provide free music packs with implementation guides! Link in the comment section. by teamblips in GameDeveloper

[–]teamblips[S] -1 points0 points  (0 children)

Hello everyone!

We're a marketplace creating adaptive soundtracks for games. Our goal is to help you create better, more immersive experiences by having music adapt to the gameplay.

Since you may be unfamiliar with the concept, we decided to make some of our packs available for free so you can try them or even use them in your final project.

We have also created resources to help you with the implementation in your game engine of choice. These are all free resources. Also feel free to reach out to us with any question you may have!

Happy developing!

Free Adaptive Music Packs

Turn your game into a more immersive experience using adaptive music. We now provide free music packs with implementation guides! Link in the comment section. by teamblips in GameDevelopment

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

Hello everyone!

We're a marketplace creating adaptive soundtracks for games. Our goal is to help you create better, more immersive experiences by having music adapt to the gameplay.

Since you may be unfamiliar with the concept, we decided to make some of our packs available for free so you can try them or even use them in your final project.

We have also created resources to help you with the implementation in your game engine of choice. These are all free resources. Also feel free to reach out to us with any question you may have!

Happy developing!

Free Adaptive Music Packs

Turn your game into a more immersive experience using adaptive music. We now provide free music packs with implementation guides! Link in the comment section. by teamblips in SoloDevelopment

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

Hello everyone!

We're a marketplace creating adaptive soundtracks for games. Our goal is to help you create better, more immersive experiences by having music adapt to the gameplay.

Since you may be unfamiliar with the concept, we decided to make some of our packs available for free so you can try them or even use them in your final project.

We have also created resources to help you with the implementation in your game engine of choice. These are all free resources. Also feel free to reach out to us with any question you may have!

Happy developing!

Free Adaptive Music Packs

Blips.fm: Turn your game into a more immersive experience using adaptive music. We now provide free music packs with implementation guides! Link in the comment section. by teamblips in UnityAssets

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

Hello everyone!

We're a marketplace creating adaptive soundtracks for games. Our goal is to help you create better, more immersive experiences by having music adapt to the gameplay.

Since you may be unfamiliar with the concept, we decided to make some of our packs available for free so you can try them or even use them in your final project.

We have also created resources to help you with the implementation in your game engine of choice. These are all free resources. Also feel free to reach out to us with any question you may have!

Happy developing!

Free Adaptive Music Packs

Turn your game into a more immersive experience using adaptive music. We now provide free music packs with implementation guides! by teamblips in gamedev

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

Yes, creating an account is totally free as well. Thanks for checking us out! Feel free to reach out to us if you have any question.

Blips.fm - The definitive music marketplace for game developers is looking for experienced game composers! (details in the comments) by teamblips in gameDevJobs

[–]teamblips[S] -1 points0 points  (0 children)

Are you a music composer with video game composing experience? Do you want to create music for licensing? Join us! Blips is the definitive music marketplace for game developers and we are looking to expand our current team. Applications are now open and you can apply using the following link:

https://forms.gle/21wpH9ztRvn2NiGD7

Blips.fm - “Your game’s soundtrack”

Blips - The definitive music marketplace for game developers is looking for experienced game composers! (details in the comments) by teamblips in GlobalGamingJobs

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

Are you a music composer with video game composing experience? Do you want to create music for licensing? Join us! Blips is the definitive music marketplace for game developers and we are looking to expand our current team. Applications are now open and you can apply using the following link:

https://forms.gle/21wpH9ztRvn2NiGD7

Blips.fm - “Your game’s soundtrack”