Most recent group posts from our Indie Game Developer Facebook Group with 92056 members.

 

Better luck next time... Do you think we are being too sadistic? 3:)
#Screenshotsaturday
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Get rich or die trying! Either way, watch your step 😉 #PixelArt #Roguelike #Indie

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Where do you get your audio including game music and sound effects for commercial games? and before anyone asks yes i've done some Googling.

Thanks 🙂
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Any dutch game developers out there? I am an italian freelancer with a few questions! ...

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Does any one here use unreal engine 4.3 I really need help on how to use it ...

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That feeling when prototype is no more a prototype.

Wishlist :)?
store.steampowered.com/app/670930/Escape_Doodland/

#screenshotsaturday
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Behind the scenes. store.steampowered.com/app/670930/Escape_Doodland/ #screenshotsaturday #gamedev

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hi guys , which is the best png compressor...that reduces size with not too much image quality loss that coverts more files as the same time ( free)? ...

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#screenshotsaturday

New screenshots from my game.
Waiting your comments🤪

Edit:
***Please read description before you watch***
youtu.be/eNn0-eKWy7Q
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www.theapartmentgame.com

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Working on female companions for Lo Pheng's storyline for Ash of Gods.

This is Swarty, Rit and Kendi. Which one do you like best and why?

#screenshotsaturday
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Hi everyone! Do you like XCOM, Darkest Dungeon, Bloodborne? We're making a turn-based tactical strategy inspired with these titles, but with many our own, original solutions.
To find out more visit our blog: aldersblood.com 🆎

The screenshot shows moves concepts for one of the hunters for Alder's Blood. His name is Jaeger. What do you think?
"He's got the moves like Jaeger!"? 😉
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🆎While writing this post, suddenly, a song by Maroon 5 came to my mind. The screenshot shows moves concepts for one of the hunters. His name is Jaeger. "I've got the moves like Jaeger!"? 😉

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DOOM VFR played on Cybershoes by 3D.RUN

Thank you for your likes, comments, and love 🙂
Our goal is to take Cybershoes to Kickstarter after the Europe release of Spielberg's movie "Ready Player One"...
Cys work with most steam games. Currently, we publish these videos only here - for testing the waters.
Question:
Who'd be in if we take Cybershoes to Kickstarter at $499?
Cybershoes, chair and mat are included in the price.
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Greetings all, just wanted to share an animation I did for Unworthy for this #screenshotsaturday. Cheers! ...

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#screenshotsaturday post apocalyptic, isometric adventure. More details at www.desolationgame.com ...

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Hey people!
What's the best way to EDIT then EXPORT a video to GIF?
I'm using Filmora but it produces low quality GIFs even though the source video is HD

PS: Only offline please, I don't wanna keep uploading/downloading the whole time
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Google Play error code 505 - can't install application - how do we developers solve it? ...

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So, for #screenshotsaturday (this time not late!) another full shot of my test lab showcasing some added features on my little game not made in Unity.

Since it was more than four months the last post I made here, I'm going to explain some aspects of the game: it's divided in levels (so far there's only this test lab), which are divided in rooms. The player (a yellow ball) can get 10 different powerups in order to pickup abilities and gain access to different areas of the levels (10 levels, one ability for each). The 10 abilities are: wall jump, push blocks, dash, double jump, bomb, enhanced movement, hard ball (sink on water), break dash, grapple and enhanced dash (overall, it's something Zelda-like).

The week's works were devoted to the addition of some visual aspects, like the seamless transition between rooms, improvement of the GUI and fixing some visual bugs, as well as gameplay aspects, like a thing I called "level persistent data", which is a datastore where every object can add some data, so it can be retrieved later. This way, the level can behave more like a cohesive level, rather than a bunch of aggregated rooms.

The game uses C++14, SFML 2.4.2 and Chipmunk2D 7.0.1. It uses custom-built exporters to "translate" tool-generated maps and other definition files to a binary form for efficiency. Moreover, I'm using basic tools like GIMP to make the graphics, since it's not the main objective of my work on this game. The graphical aspect of the game is "meh", as any artist can perceive. The programming aspect of the game insofar is being very challenging, but it's a good challenge.

The source of the game is available under the MIT license here: github.com/JoaoBaptMG/ReboundTheGame

The next steps are now to add a localization subsystem, some text rendering engine (SFML's one is not good enough) and prepare the way to a future level artist (maybe?). For now, I only have this video.
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#screnshotSaturday Today, for the first time, I deployed my African board game Kissoro on IPhone... So happy 😄 ...

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