Bigg

The tall man who posts

I'm a writer and indie game dev of indie games with cum in them. One half of @BPGames. Most recent project - Opportunity: A Sugar Baby Story.

Other Accounts

@zippity - goofy porn game screenshots
@BiggHoggDogg - this is where I do most of my porn following & sharing
@BiggBlast - high-volume shitpost/screencap posting

Current avatar by @julian!


ruby0x1
@ruby0x1

luxe is an indie friendly engine being made in a game studio, where it's used to make games. did you know!?

We’re making it, so I’m happy to talk about it or answer questions if you have em!

see more here createwith.luxe

(p.s you can join the community forum (not luxe specific)) https://community.luxeengine.com



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in reply to @ruby0x1's post:

Hmm I remember it was right when the discord opened up but I was in a phase of trying a million engines at the time so I don't remember the details other than being impressed by how pretty everything was

nah that version was a placeholder and deprecated all the way back in 2015. the new one is c++ and https://wren.io by default with options for other languages later. it’s a significantly different scope of engine now with proper tools and workflow and platforms etc

Well where I'm working right now we are using unity fora sort of 2d adventure game. I'll probably like to do another one but adapting the tools I created from Unity to se it's capabilities. Which are.

  • Using yarn files using commands. Wouldn't mind creating a parser which translates what I needed (that is I'm definitely not making a ful yarn parser)
  • A tool to translate PSD file to a world with layers and positioning already done (really useful for artists and UI). And also something that translates psd layers to animations. I'm hacking unity's psd parser tool for that, which is not designed for any of that.
  • The current arquitecture of those projects are top to bottom internally I'm doing the fancy stuff of not having multiple updates an intercommunication. That is one engine class controls the updates and initalizion of the rest. I think this is EVs arquitecture? So I'll probably have to think differently here.
  • Of course letting artists play with the engine as much as they can and give them the chance to fiddle with it and probably dabble stuff on their own. Be not afraid of the engine like some are with Unity sometimes.

Basically I would be looking if the tool can do what I'm doing in Unity with less overhead basically :p.

whoa somehow I missed this??

  • cool, yarn is already supported as a module and used is Mossfield Origins, it's a custom implementation of the spec but I like it!
  • I haven't played with PSD as much (it's supported but not with layer awareness), though I know a great library for it and it could be a plugin I think, or asset pipeline addition that can emit what you need

and yea makes sense, I aim for it to feel approachable so that all sounds good!

Awesome!! I just noticed this comment as well...

I find pretty cool that there is a potential yarn support there, that would help me a lot for future projects.

The PSD support I'm reevaluating, it had cool layering out disposition, but had a some problems when artists wanted to rearrange stuff.. you know things for what a simple 2d editor would have sufficed better. Still I would definitely hack something so I can get best of both worlds no doubt.

It's interesting to find that some of the ideas I have in mind already have work in luxe, that is pretty cool.

The game I'm working as lead dev is coming out soon. It's called Lil' Guardsman if you ever want to check it out to see what I would be looking out in a similar way for a future project. The next project could have 3d elements, but nothing groundbreaking it mostly for cute graphic effects.

But yeah, also due to the... you know... Unity stuff happening, now there is a big incentive to switch to another tech, so being able to check this one would be awesome :D.

in reply to @ruby0x1's post: