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Game Tech Discussion Devlogs

Completion Overview
Tech Discussion
Thank you for your support and for playing! The game is almost finished. M Completion Overview Core Game: ██████████████████...
Refining the Automation, Upgrades Tab Interface
Tech Discussion
After finish up the Automation tab i design to make them both similar that its more poblished...
Refining the Upgrades Tab Interface
Tech Discussion
The Upgrades tab now uses fonts that are 25% larger and has received a refreshed visual pass to improve readability and give the interface a more polished, prof...
Sneak Peek: Worker Mining & Movement Upgrades
Tech Discussion
Workers will now also mine visually, move every 60 seconds, and merge together. The mining block on the field still helps a bit in the early game, but now has a...
Prestige Requirements Redesign
Tech Discussion
The current prestige system uses a single requirement (1000m depth + 50 crystals), which: Becomes repetitive after multiple prestiges Doesn't scale with player...
Krumpl3D 0.06
Tech Discussion
Yet another life-consuming release but it was definitely worth it! Spent 6 months on this Here is what's taken care of: BUGS FIXED: Fixed Car respawning with bl...
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Implementing and Testing the Achievement System
Tech Discussion
It took me a couple of tries to get it working and tested, but overall I’m happy with it so far. I’m planning to add around seven more achievements in the f...
The Making Of OutRun Chapter 3: Sprite Scaling!
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Tech Discussion
🌴 Enjoy the latest installment of the series, which explains how the sprite scaling code works. I've also released the sprite scaling source code, so you can...
1 file
Progress Update 1.22 - Optimising the Engine 🛠️
5
Tech Discussion
Hello all! Welcome once again to a progress update, to players both old and new, veterans and newcomers alike! First of all thank you to everyone who has made t...
Upcoming in 0.4.5
Tech Discussion
Fixed a major Prestige Depth Infinity bug that broke late-game progression. Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier. Added a...
Preview: Core Balance Changes
Tech Discussion
Block Rewards Reduced: Crystals: 1.0 → 0.5 (50% reduction) Ore/Blocks: 2.0 → 1.2 (40% reduction) Uranium: 0.5 → 0.3 (40% reduction) Dark Matter: 0.2 →...
Windows DirectX 12 Crash Resolved
Tech Discussion
CRITICAL FIX: Windows DirectX 12 Crash Resolved FIXED : Game now forces Vulkan backend on all platforms to avoid DirectX 12 push constant bug FIXED : Eliminated...
Inadequate responsive layout for <1080p resolutions
Tech Discussion
I tested on a widescreen configuration, and that led to UI elements being cut off for some players. Sorry about that fixes and improvements are in progress Mart...
2 files
A New Port of Six/Six Coming Soon
Tech Discussion
In my unending quest to port Six/Six to all major platforms, I’ve finally decided to tackle the next major computing system. The game was originally developed...
Progress Report - Pathfinding, Art, Optimization
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Tech Discussion
Hello. It's October now, and things have been pretty quiet here for the past three months. I'm going to try and put out these progress reports more frequently...
Performance improvements!
Tech Discussion
As I’ve previously mentioned, I’m working on overhauling NRender to make it ready for my next game. This includes cleaning things up and streamlining APIs...
The Making Of OutRun Chapter 2: A Colour Trip...
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Tech Discussion
The second chapter is finally here! How I ported OutRun from the Arcade to the Amiga. And why even 256 colours weren't enough...
Linux and Mac
3
Tech Discussion
(en Francais a la fin) English The version on the game currently available for download is a native Windows application. It has been validated as running just f...
How I Spent My Summer Vacation (in the Hospital)
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Tech Discussion
Pyrrho of Ellis probably had more broken bones than any other Greek philosopher. At the beginning of June I had a tragic yet Clouseauesque walking accident whic...
Unity Security Vulnerability Fix
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Tech Discussion
Fixed Unity Security Vulnerability as discussed in my video covering the vulnerability ( ). For Windows and Mac!...
2 files
Unity Security Fix
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Tech Discussion
I pushed a version v0.4b today in response to the Unity security notice I got earlier this morning. Unfortunately, that’s the only change made in this new ver...
1 file — 0.4b
Tavern Talk: Characters are several sprites in a trenchcoat
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Tech Discussion
Today, we reveal a small secret: The characters have layers (literally). We are not talking about the ordinary layers artists usually have to render more easily...
Tech Disscuss - Asteriod Gen.
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Tech Discussion
For asteroid generation, I’m using a pretty simple but flexible system. It all starts with a 32×32 image. Each pixel in that image acts as a blueprint: the c...
The Florida Man Process
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Tech Discussion
It seems we broke 500 downloads! Very awesome! I'm not sure what a runaway successful metric for a Commodore 64 game is, but this is certainly the most download...
Early Access
1
Tech Discussion
The game is now available in Early Access. About the Game: Storm in Sequence is a surreal simulation-adventure set inside a person’s mind. You will journey th...
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Visual and Resolution Tweaking.
Tech Discussion
- Usage of VSCode extensions for Ruby Scripting and RGSS3 editor made code reviews and tests faster, while allowing a more, well-functioning IDE for programming...
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Almost There: Bugfix Sprint and Visual Cleanup
Tech Discussion
I received a lot of positive feedback from the last update and I’m nearly finished with the fixes and improvements. I’ve also refreshed several icons and re...
The Making Of OutRun Chapter 1: The Long Road!
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Tech Discussion
For the curious and the hardcore, I’m launching a brand-new video series that dives deep into the legendary OutRun arcade hardware -unpacking how it worked an...
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Quick Look - The Makings of a Shot
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Tech Discussion
Hello again, how are you? It's been a couple of weeks since my last post, and I wanted to talk a little bit about my process for producing a 'shot', seeing as t...
Icon Overhaul & Hard coded Fixes (Upcoming Update)
Tech Discussion
Four of the tab titles were not translated since they were hard coded. I decided now to finally fix it and use only icons! Release soon of the new update i need...
On memory usage
Tech Discussion
As I’ve previously discussed, Apus runs on NRender, my custom multimedia middleware. NRender has been designed first and foremost for the Playstation 1. It’...
All About ANSI Art!
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Tech Discussion
The online world of GbBBS is based on the real 1990's Bulletin Board System world. In those days if you had a 300 baud modem, your connection could load about...
Progress on the game + explaining the pause in development.
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Tech Discussion
Hello everyone! Today is September 1st, and that means that I will be studying from now, so I won't be able to give the game attention I gave it at summer, sorr...
Color vs DMG
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Tech Discussion
Making a game for Gameboy Color that is also backwards compatible to the DMG is quite a challenge. There are a few small things that Gameboy Color can do that t...
--Experimentation-- [pre-deadline devlog]
Tech Discussion
Hi, hi! It's Monarch again. These are my thoughts on Evening Render as of now. First of all, thanks a lot to Rieux for taking time out of his week to draw the a...
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Asset Packaging & Executable Optimization
Tech Discussion
In the next update, I’m shipping lots of fixes and improvements, moving asset loading to a proper resource manager, and correcting several translation errors...
Shrinking the Build: Packing Assets & Optimizing the Exe
Tech Discussion
Sorry, I forgot to bundle the assets into the executable. A fix is coming tomorrow! I only noticed it when I tried using a tool to shrink the executable. Take c...
Localization Improvements
Tech Discussion
I originally hardcoded the English text, which made localization a pain (bad planning on my part). I’ve since switched over to rust-i18n 1.2.2 and localizatio...
Audio Polish, Language Rollout
Tech Discussion
23/67 sound effects completed; implementation still pending. I’ll likely trim a few for scope after testing. Better planning needed next cycle ETA: 1–2 days...
Taming WASM: Autosave, RNG, and Bevy Builds
Tech Discussion
This is one of my first games with Rust and Bevy. The core gameplay came together well, but the web build got tricky after I added autosave—my WASM build brok...
Feedback poll - Please take a moment
Tech Discussion
Please take a few minutes to give us your feedback on this poll: https://forum.longplay.games/t/big-feedback-poll-alpha-1/370 Thank you so much for your interes...
Zeros now fly in formation
Tech Discussion
Zeros now (sort of) fly in formation. I still need to improve formation flying. I have stopped development of the web version. I am not knowledgable about the i...
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Save and Load
Tech Discussion
I'm told that save and load is giving an error, but that the save and load features actually still work despite the error. I am looking into this. No work aroun...
Astero-Moulinette
Tech Discussion
To keep Omeganaut as lightweight as possible, and especially to be able to modulate audio tracks in real time in the game, I chose SunVox . It’s an ultra-opti...
The word for the next two months is Osteoclasis
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Tech Discussion
Osteoclasis : A surgical procedure where a bone is intentionally broken to correct a deformity. I'm happy to see you guys are enjoying the demo. As of writing t...
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Porting from LibGDX to Godot
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Tech Discussion
Early last year I ported this project from LibGDX to Godot and I wanted to write a little blog post to outline the technical challenges it involved, so I can re...
Fighty Driver: Let's Debug (3)!
Tech Discussion
After the AI, it's time to test the player's shooting skills ! Here's the visual debugging setup to test your skill and accuracy as you play Fighty Driver! Try...
Fighty Driver: Let's Debug (2)!
Tech Discussion
After testing the enemy AI's hunting capabilities, let's refine its ability to detect and shoot the player! Here's the visual debug setup for shooting with an a...
A Colourful Dialogue Engine
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Tech Discussion
I'm back in the (GB) studio! After a needed break and time to pursue different hobbies and navigating some big ups and downs in life, as well as various design...
Fighty Driver: Let's Debug!
Tech Discussion
Who cares how we test AI enemies hunting the player? This video shows the visual debugging setup we use for autonomous vehicles in Fighty Driver. This makes it...
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