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Hey there!

This was the first time using s&box for both my project partner and me, and generally, I enjoyed it. The number of components it comes with makes it really easy to whip something up quickly. There were a few times I wrote custom classes only to find a component that already did what I needed. For instance, the sound component was seamless, allowing you to create a list of WAV files, randomize them, and play them anywhere without worrying about file pathing.

I appreciate how easy it is to publish and load your game via s&box. No issues with that whatsoever.

Although we didn't use it, the action graph is really cool. I think it makes the tool much more accessible for anyone intimidated by programming.

The cloud assets were an excellent idea; I found they worked best for models. Need to fill out your scene? No problem, just search for what you need and plop it in there.

That being said, it seems like s&box needs work, particularly on the material side. Sometimes, we would use cloud materials on assets, and scene files wouldn't pick up the references. You'd play the game in the editor, and it appeared fine, but after publishing, those assets had missing textures. I found this issue to be very inconsistent.

Similarly, we also had issues with overlapping naming. For example, I created a shader called "water." Then, when my partner and I loaded up the game, we each had different water. I had my own, but his game was using the s&box water shader. Luckily, I was able to fix this simply by renaming it.

Other than that, I found the documentation and online resources somewhat lacking, but I know that's something that will come with time. In a weird way, part of me kinda likes that all the info isn't there yet; it reminds me of the old internet days.

Overall, really good job, guys! Looking forward to watching s&box progress. Thanks for hosting this jam too!