The last build had some GUI scaling issues, but I fixed those, and now it can be seen crystal clear fullscreen at 4k resolutions, or smaller ones for the wee little notebook that could (which the game “probably” could run on since it runs consistently between 240-260 fps on my computer). Either way the game is intentionally pixelated, so it isn’t a huge difference, but no longer do you have to play on windowed. Also I fixed a typo on the keyboard controls.
Next up
Been making mods for #Bonelab lately, feel free to check out my various avatars and such https://mod.io/g/bonelab/u/stevenhehimhis
Made a DIY mocap solution using Sony Mocopi + Meta Quest Movement SDK. Any thoughts?
Any indie devs in Taiwan who didn't get to make it to the games showcase in Yuanshan this past weekend? I'm here for another three weeks.
New thing out, check it out if you'd like :3
Just released an open source first person interaction toolkit. If you want to make your own walking sim adventure game, this is a great place to start! https://github.com/stevenharmongames/O3DE-FirstPersonInteraction…
Making my own virtual art installation, but first need a venue
I'll be at DU Arcade this Saturday the 27th. If you're in Colorado, come on down to this free event full of awesome indie games from a bunch of cool folks.
Doing some bedroom virtual production for my upcoming project Zotto
Just for fun I'm making a free first-person interaction toolkit, basically a walking sim template for 03DE and I need some feedback on what mechanics you'd expect in a package like this. What do you think I'm missing or should add?
Gonna be showing off Payment, my AR thing I made recently live at the Micro Beaf this Thursday in addition to a lil' interview. If you want to check out some cool animations visit the www.youtube.com/@beaf_fest Youtube channel for more info.
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