I participated in my third game jam last month, this time working with a team (shout out to Zackavelli and Draekdude). It was my first time working with a team in a jam and my first crack at doing pixel art — or any kind of art — for a game (outside of the occasional sprite modification here or there).
I learned a few lessons that I think other beginners may find helpful:
TL; DR: Turn off “Filtering” on your imported image for the Tileset.
Gaps are showing between tiles on your Godot TileMap, something like this:
There are a couple of potential problems that could be causing this behavior.
One potential problem is that “Filtering” is on for the imported image that is used for the TileSet.
If you go to export your Godot project as an Android .apk file and you get the following error ‘apksigner’ returned with error #1:
Ensure that in the Android -> Export -> Options you either:
For my second month-long game jam, I was a bit more ambitious with the scope of my project and made a game with a small narrative. Overall, I’m pleased with how the game turned out and that I’ve kept up this daily project habit.
I participated in the Game Dev Field Guide’s 2nd Monthly Game Jam in February. This was the first step in my resolution to dedicate time to game development and publish games.
I consider the project a success because I achieved my primary goals:
I’ve dabbled in game development for a long time but I haven’t had much to show for it. I don’t finish, let alone publish, projects because I get bogged down with questions like, “Am I ever going to be able to finish this?” and “Is this the best way to be spending my time?”
This is the year that changes. This is the year that I start publishing games. And here’s why it’s going to be different:
One of my previous colleagues was notorious for…
November, 2020 — Go Modules (the standard for Go dependency management) had been out for over 2 years since its experimental release in go1.11, but Compass was still vendoring dependencies. Changing the dependency management tool for a monorepo isn’t an easy task, so we put it off for as long as possible. However, we were experiencing issues with an end-of-life’d vendoring tool, hundreds of megabytes of vendored dependencies, and an inability to integrate some of the latest and greatest dependencies. We couldn’t wait any longer — we needed to catch up with the world.
This is the story of that…
I am a software engineer today because of the Starcraft Campaign Editor. Back in 4th grade, my friends and I played the original Starcraft everyday before school, after school, and on weekends. We often played custom campaigns which, I learned, can be made by anyone with the Campaign Editor. I had my first game engine in front of me. I spent hours and hours on it, never really finishing any of my “games”. But it gave me my first window into programming and game development.
I perform code reviews because:
Hopefully, you’re convinced you should make code review a habit. However, the biggest hurdle probably isn’t motivation, but uncertainty on how to get started.
Reviewing code when you’re starting at a company can feel daunting. Not only because of “imposter syndrome”…
This is part of a blog series on managing monorepos. If you haven’t already, check out https://medium.com/compass-true-north/repositories-one-or-many-f9da590611af. More to come in the next few weeks!
At Compass, we have over 350 software engineers collaborating on a single monolithic repository (see our post on multi-repo vs monorepo) that is home to hundreds of our backend services.
The benefits of Github that fueled the transition include: