Tech Discussion Devlogs From Those You Follow Page 11
At some point in the game you will meet Father Cassidy, who - believe it or not - will be a very important ally in your quest. Cassidy was one of our earliest c...
This post covers how Maze Burrow's "undo" mechanic works under the hood. This is a technical post, and some familiarity with the C# programming language may be...
The soundtracker shaders are almost done! Bonjour, je suis Raphaël PANICO, le "Technical Artist" de ce projet, et je fais ce post pour vous montrer le shader d...
We just found a project called Element Engine by 4JStudios . It's a voxel game engine with some cool features such as the ability to smooth corners. You can joi...
Have you played Rotten Flesh? Then what are you waiting for, post your video in the comments! I love seeing your videos, feedback, criticism and reaction! Here...
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I like games that work. The occasional glitch is understandable, but all the funny ones that people make YouTube videos about are opt-in and not game-breaking...
You watch your colonies form the orbital view, click on a location and you can quickly see what it's happening there: you have a base, inhabited by 10 astronaut...
¿Con que puedo jugar a ESCAPE? / With what can I play ESCAPE? Actualmente puedes jugar ESCAPE con teclado i mando de Xbox You can currently play ESCAPE with ke...
This time we decided to tell you what tools we use to create Degraman. We don't want to teach you anything, we still don't have enough experience to do this. On...
Due to the virus detection that is keep occurring, the file won't be available for download until the issue is resolved. Thank you for your patience and underst...
With the city mockup looking nice, the first think I had to try was prototyping the core feature of the game. It's not walking nor jumping but PUNCHING. Because...
I made a video this morning to show off the new procedural narrative system I'm developing for GearHead Caramel. The Challenge system is a further refinement of...
With cities being created procedurally, the last step in this bunch of tests was tearing them down. I made buildings receive random hits just for testing. After...
So, I finally have some spare time to write about what's going on with the game. Well, actually, this post is a little outdated, since I've already implemented...
A few months ago, around the 20th of September or so, I finally decided that I would start on a pinball simulation. This is an idea I've been probing for at lea...
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Hey guys!! Here I am gonna explain why I need the tools to make my game! Topics: 1) Playmaker (with link) 2) Adobe Photoshop (with link) 3) Unity Asset FREE: Te...
The prototype “Shadow” I made in 2020 is available for free for a while. It demonstrates two things: high frame rates (30Hz to 300Hz) flashing alternate dit...
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So it's late on a Friday night after a work day and I fancied writing something up about my custom game engine behind Dead Desert and some of the tools I made f...
We are proud to showcase to you some of the work Raphael have been doing these last weeks. We are using FMOD for some applications like the onboard and station...
Proudly Presenting: Hex Tactics Overview This devlog is about Hex Tactics , a turn-based mech tactics game developed over 5 weeks in four distinct phases. The l...
Little discaimer: Before you start reading, this article is something in between technical and game design, as "game design drives technical decisions". This we...
This post was originally written in April 2018. At the time the game was still called Hook, Line and Thinker There are 6 main screens in Hook: the title screen...
Hey guys!! I mentioned in the "Required tools for "Where Is Here: New Home" LINK: Required tools for "Where Is Here: New Home" - Where Is Here: New Home by Roxa...
As it may (or may not) become clear in the coming months, I'm attempting to build a fighting game engine with... *checks notes* ... zero experience, save for a...
Hey Gamemakers, With the release of 2.3, pretty much every asset creator in the world is scrambling to get their packages up to snuff. I've began to retool Ret...
A tool that will let you import images, songs and backgrounds to folders that are shareable by multiple charts that you'll be able to create. Basically I'm tryi...
Hello Everyone, i'm Ervin Ahmad Nur Hidayanto, Game Programmer in 4Happy Studio. I'm currently a programmer at Game Developer, I'm familiar with the C # program...
This is the most graphically-polished game I’ve made in puzzlescript to date, and I want to write a bit about the process of adding that polish. (This post wo...
Not all things that look funky end up in a project. At some point i want to make a document with all the shader code snippets i reuse often but that's something...
This post was originally written in August 2018. At the time the game was still called Hook, Line and Thinker I have just finished the very long and very painfu...
Munchkin was released in 1981 for the Magnavox Odyssey 2(a.k.a Philips Videopac G7000) console, and was a very popular clone of Pac-Man. There are a couple of f...
During Lily Lander’s development, I experienced a lot of trouble with macro assemblers. As a first project on the C64, it took me a while to find what worked...
Anyone looking at this project will surely notice a lack of video previews. Well, the primary reason is that the GeForce in my Asus Strix ROG laptop burnt out...
Video Hardware This SDK contains the minimal set of files needed to build, test, and execute emulated video hardware that uses 5V TTL chips. These chips were co...
UPDATE: This article about an experimental rendering process is also up on IndieDB... https://www.indiedb.com/company/michael-klaus-schmidt/features/how-is-this...
A quick video devlog which catalogues the problems I had to solve to develop my entry to TO Jam 2022; *Stab Several Skeletons*. I'll show how I used the "delega...
Remember when MacOS had a desktop background that changed from day to night? That was pretty cool. Employee A has a MacOS inspired UI. The reason I did this is...
Another installment in the new game Sea Titans from Salty Sea Dogs, LLC. Covering some of the basics of the world generation and rendering. Focusing on loading...
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Introduction: I could go through all the particles that are in my game, however most of them are using same techniques, so I'm thinking about making the most im...
Greetings fans and friends, today I've got a longform blog post about converting my Duelists of the Remakes tech demo from a single player-only experience into...
Before I started writing Castle Escape (towards the end of 2020), I was surfing the web looking for a 'C' compiler for Z80 based systems and stumbled across Z...
You may have noticed that The Funny Boneyard goes for a very specific kind of style, trying to evoke the early 90s, when graphic adventure games had their Golde...
This post assumes a basic familiarity with the Bitsy Game Maker . Since the release of Bitsy 7.0 I’ve been looking for interesting ways to use the new exit di...
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Hello there everybody. First things first, I hope that everyone is okay during these trying times. This has been a difficult period for alot of people, includin...
Introduction: At the beginning I wanted to thank everyone who played my game as I'm really glad that so many people really enjoyed it. I received tons of comme...
Hi wizards around of the world ! As said in the last devlog about the 0.3 update of the GWT, let me talk today about the spellbook, which is the new page added...
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WHY DID YOU MAKE A GAME FROM SCRATCH, WITHOUT A GAME ENGINE? We chose to not use a 3rd party game engine because one, we wanted the challenge. And two, we like...
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