How We Made Unreal Engine Localization Easier Without Rebuilding Our Game
When we first started working on localization for our Unreal Engine game, the first version of our plugin was pretty simple. We had a few Blueprint functions. You'd get the …
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When we first started working on localization for our Unreal Engine game, the first version of our plugin was pretty simple. We had a few Blueprint functions. You'd get the …
Hi everyone — I’m Andy, the maker of RepostGrid. I built a free browser-based image splitter that can help game developers and artists turn screenshots, key art, or launch graphics …
Rigonix Third Person Controller is Now Available! Play the WebGL Demo | WINDOWS | Android Hi everyone, After months of design, development, and testing, I'm excited to share my latest …
A copy of Nuclear Basic, the BlitzBasic-esque system built on the 3D gamedev library Nuclear Fusion, finally made its way onto the web, but it came without the examples/samples and …
I've built Yieldwatch — a tool for solo/small studios on AppLovin MAX that watches your ad revenue hourly and tells you whether a dip is something you caused or something …
So last time, dear reader, we talked about why I chose to build my Vault application and, indeed, my whole ARCANA Suite in Godot, a game engine. We talked about …
Greetings, fellow masoch– erm, I mean DEVS! A question for you all: why build an app in Godot? Not “why pick it for games?” That part makes sense, but why …
Hey everyone, I’m building URoom, a room-based video community platform, and I’m trying to understand if it could be useful for indie game developers. The idea is that a developer …
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