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#gamedev

815 posts586 participants48 posts today

How reviews and ratings work on Itch

If you buy games, books, zines, assets, software, music or anything else on itch, please leave ratings!

They affect the order in which items are displayed in collections and jams, as well as in ranked search results.

Itch's top-rated lists weight games by both number of ratings and score, but aggregate ratings of less than five stars tend to disproportionately skew games' appearance on these lists downwards, so a template game with 18 reviews but a perfect five stars will appear several rows above a well-regarded commercial release with more ratings but an aggregate score of 4.8 stars.

This isn't a philosophy everyone can get behind, but it can thus be worth regarding ratings you leave as a Steam-style thumbs-up: if you like a thing, give it five stars.

When you leave a rating, you're given the option of leaving a review. The creator of the the thing you're reviewing will be able to read that, but it won't appear on the item's page - only an aggregated total of review scores appears, under the More information pull-down at the bottom of the description on its itch page.

If you want other people to read your words about that thing you like, you have to write it as a comment on the product's page.

You can also add items you like to collections and recommend them to your friends that way. People whose stuff you include in a collection can see that it's been included a collection and, if your collection is public, are shown a link to your collection in their analytics pages.

(We don't get to see your private collections, just that the number of collections our thing is in has gone up.)

Today's progress on my #indiedev #gamedev project was to implement a player spawner and start to integrate that into a door. This is the first step toward implementing two-way doors, of which a level can have multiple. This is an improvement over having the Player be built into the level tree.

From: blenderdumbass . org

Paps needs to walk from his room to a car, wait for you, the player to sit with him into said car, and then drive you across a town to a completely different location. Seamlessly.

Read or listen: blenderdumbass.org/articles/pa

blenderdumbass . orgPath Finding in UPBGE for Dani's Race

Reimplemented the #BlackMesa sliding mechanic partially into my #SourceSDK 2013 MP #Game today. Still has a bug to fix regarding gaining speed on the floor through strafe sliding not working, but overall it’s quite accurate to the original. Also, you walk at 320 units per second like in Black Mesa whether you like it or not.

Not ready to share the idea or plans for this game I’m making just yet but thought I should share this.