GB Studio continues to grow and improve. The 3.x series is far more powerful than earlier versions.
It is also a bit more complex to learn, but these resources can help you on your way!
GB Studio continues to grow and improve. The 3.x series is far more powerful than earlier versions.
It is also a bit more complex to learn, but these resources can help you on your way!
magick mogrify in.png -background "#65ff00" -alpha off -flatten
git tag new-name commit-hash-old-name-pointed-to
git tag -d old-name
git push origin new-name :old-name
git fetch --prune --prune-tags
This document may help you consider what content warnings to include when describing your game.
This document was compiled from various online sources, is not authoritative, and has not been reviewed by any experts
THIS DOCUMENT IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
Here are tips I've been given by others.
seed = 38 | |
function txp1() | |
if seed == 1 then | |
return seed | |
elseif seed % 2 == 0 then | |
seed /= 2 | |
else | |
seed = seed * 3 + 1 | |
end |
How is raylib API used out there? What are the most popular function calls? And the less used ones? What new API calls made an impact? Which ones get completely ignored by the users?
raylib has grown in the last years from 80 API functions to 475 API functions. Did the users adapted to that amount of improvements? Did the new features fit their needs?
I was looking for some answer so I decided to do a quick market analysis of raylib API usage, actually it was a nice weekend project. I decided to analyse some public GitHub projects using raylib.
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
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