I am happy to share with you the Steam page of my new game (Incremental Birds) which is developed using RayLib.
It's an incremental game where you become the Bird Master. Capture birds, feed them, grow them, and sell them. Watch waves change over time, turning into sine patterns, spelling messages, and forming shapes. Unlock upgrades and chase an infinite balance and score.
The game is developed in 12 days which reflects RayLib productivity.
This update might not look the most impressive visually but I rebuilt a lot of underlying systems, rewrote my asset building pipeline and implemented a 3rd party ECS library (odecs) as I found maintaining my own really slowed down the development :(
Things you CAN see are:
shovel animations inspired by Forager
the newly implemented "ambient occlusion" effect that darkens the background near walls
improved bloom effect for the coins in the ground and the player's headlight
It took me a while to make tool animations look decent but I think I'm fairly happy now. I have a question tho: Do you think I should amputate player's arms?
Currently they swing around when walking with shovel which doesn't make sense given they should be holding it. In Forager the player character doesn't have arms so it's not a problem. Do you think I should keep or remove them? Does it bother you that hands don't hold the tool?
Just started learning raylib. The project is starting to grow quite a bit in size.
Currently I have a global game state that I create in the main function. Inside this game state, I have all the game components that gets passed around to each system to apply the game logic.
However since most systems require multiple components I end up just passing in the entire game state.
Is this an anti pattern? How should I better structure my game logic so it scales as the game grows ?
C# programmer here. I've always liked tools such as raylib. And apart from programming general software, I'm heavily interested in game development.
Unfortunately for raylib, most of the examples and documentation are in C, not C#. So, I was having terrible difficulty trying to find ways to play media for a raylib project I was working on.
I stumbled across a genius github: https://github.com/cloudofoz/raylib-media/tree/main and decided this was what I needed. It provided exactly the native FFmpeg-backed media functionality I needed, but there wasn’t an equivalent C# API for Raylib-cs.
However, the source files were massive, and I needed a way to translate them into C#. Instead of sacrificing the tattered remains of my mental health and doing it manually, I spun up AI (I know, I know, but it does some things very very well and a 1000 times faster than I can) and together we created a C# wrapper. I've used it in my own project and I was over the moon when it just worked.
The repository includes the managed C# wrapper, the Windows x64 native runtime, examples, tests, and detailed setup instructions. C make files are included to get low level and rebuild the decoder for when dependency libraries change and whatnot.
Loading media from file paths, URLs, and managed streams
Normal Raylib-cs textures and audio streams
Windows x64
.NET 8 or newer
Raylib-cs 8.0.0
This is an early beta, so feedback and testing would be greatly appreciated. If you encounter a problem, please open a GitHub issue and include your Windows version, .NET version, and any relevant error output.
Finally, after a much longer than I thought it would take, I can finally announce my Sokoban inspired puzzle game, Portalis! Written in C++ and Raylib.
Good morning, thanks for taking the time to read this.
I'd like to create a video game for fun, but I don't like the idea of using an engine like Godot. I think it would be interesting to write many parts from scratch.
There are many frameworks/libraries like Monogame, Love2d, and Raylib.
Of all of them, Raylib is the one I'm most attracted to, especially for its dependency-free policy, the various bindings, and the very active community.
However, I've seen that fewer games on Steam were created with Raylib than Monogame.
Is this because Raylib has some flaws or limitations?
I'd love to hear the pros and cons, if there are any.
I've been making this little game in Odin and Raylib for quite some time already. It is a multiplayer game about kids and doing nothing. There is no "gameplay", you are just hanging around and talk with people.
I'll open the repo to public at some point (including the Blender files).
For networking i'm using ENet - a nice library for reliable UDP packets.
I try compiling and running one of the examples (https://www.raylib.com/examples/core/loader.html?name=core_input_keys) and it seems that IsKeyDown is not working. I have the same issue in one I modified myself to add IsKeyDown checks to move a rectangle. Any idea what could be wrong?
I challanged my self to make this drawing app since i ve been using kolour paint, and i always felt like it was slow for me, and the canvas is small. so i developed my own.
Reworked ui, started to add more meat on meta game and combat resolution. also added 3d environment placeholder with camera that can be turned now. Honest feedback appreciated, i am conflicted about blinking damage indicators don't know if they are a good idea.
It seems that when I call ToggleFullscreen(), it makes the resolution the full resolution of my computer instead of scaling the resolution I set when calling InitWindow() to the size of the full screen. Is there a way to change this? If I was making a game I probably wouldn't want a 3840x2160 resolution as I would most likely be using 2D pixel graphics.
I made this as a hobby project and started it in January last year (2025) to learn the Raylib library.
The game is a form of RTS, a set of last stand scenarios. The object of the game is to survive as long as you can while waves of enemies pour on from the edge of the map.
The base is prebuilt although in some scenarios the layout is different. You build infantry, tanks and robots and other defenses to attempt to stop the invaders from destroying your base.
Eventually I will upgrade the UI and the audio, when I can afford to.
The assets are mostly purchased from stock asset sites like 3drt.com and the itch.io asset store.
There is some AI audio in the game, but most of the game is either created by myself or purchased from various stock asset sites over the years.
The download includes source code and shader source code.
Hi, so I decided to learn C at the same time as raylib (like a lot of people here apparently) but I can't find good tutorials that aren't cpp tutorials... I know that most cpp tutorials work in c, but I would highly prefer a c tutorial. Is there any good ones ?
Worked on switching to 3d models for 2.5D feel and also animations, i think it looks better when compared to previous 3d to 2d sprite models and game feels a bit more lively.