Noel Berry

@noelfb
4.7K Followers
159 Following
510 Posts
sometimes, when i'm in the right mood, i make video games and art. created Celeste with friends, making new games with more friends. he/him
websitehttps://noelberry.ca
exokhttps://exok.com
@markuslatvala I switched back to C# a while ago, but otherwise yes! my engine code is here: https://github.com/FosterFramework/Foster
GitHub - FosterFramework/Foster: A small C# game framework

A small C# game framework. Contribute to FosterFramework/Foster development by creating an account on GitHub.

GitHub
experimenting with a new enemy in City of None ...

(haven't done the creature art yet, not sure what it's gonna look like)
@jodogames haha yeah not bad! the game honestly doesn't do that much even in big scenes
it's kinda fun zooming all the way out on big screens while editing
@theludovyc i am conflating "engine" with "proprietary commercial game engines like Unity, Unreal, Game Maker, etc" to simplify my point under the common understanding of the term.
@isogenies Hey sorry I missed this, but thanks! Will take a look at the logs and see if I spot anything, I don't think it should have been down.
experimenting with a radial menu 🤔 (among other things, in https://cityofnone.com/)
@thefacto mostly just that the object doesn't know if the constructor is being called in the Editor, part of normal deserialization, or during actual gameplay. It's the same reason (I assume) why Unity objects don't have constructors
@thefacto Yeah I think when it was C++ it maybe worked that way? In C# I ended up just using the same class as the ones that are instantiated in-game. It's nice because it reduces the amount of code, but also has the downside of basically not being able to use the constructor during gameplay.
@thefacto for 2D games I generally like the separation (the stuff you edit is just the pure data that later spawns the game objects when you play) but for 3D it feels like editing a "paused" scene can be better...