Tech Discussion Devlogs From Those You Follow Page 15
Hello there! It's been a while since I haven't written anything about game development. Let's fix it! After the semi-cancellation of my last project, I moved on...
Full disclaimer, I am not a well seasoned composer, but these were fun little loop able tunes I made on a site called BeepBox. To talk a little bit about BeepBo...
Development on Ewe Woz 'Ere started at the end of January 2020, just after the competition was announced. The initial prototype came together fairly quickly. At...
Hello! I totally forgot to include links back to the table of contents/list of events in the Events file. This file includes an updated version so that you can...
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I made "TinyWar high-speed" with only the basic functions of HTML5 and JavaScript. I often build games with basic functions in some programming languages. "Tiny...
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I have added a linux version for the game !!!!!! I have also tweaked cyans movement as well as some of the camera scrolling speeds...
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This week I added a control that rotates the camera around the selected unit. This was a feature I didn't think I would need as my plan was to lock the camera...
I've been working on some updates and including more and more data into the project. So much to do and learn! To be honest, the more I learn about how the USPS...
Working through some mobile physics bugs without breaking the desktop version has been an interesting challenge. We're also starting to clean up some of our 4k...
My hope for Nectar of the Gods is that it's a dynamic, competitive and fun head to head multiplayer experience both locally and online. But that doesn’t mean...
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Recently I was released first Demo of A.R.M! https://nevertheless-studio.itch.io/arm-for-saving Thankfully, Some of the players said the game is fun. an...
For version 4.0 on TPDS, I will feature someone in the community as a easter-egg/character. In order to join, go to the discord server "Toilet Paper Gang" ( ht...
When I started designing Elfinfolk, I knew this was going to be a game driven by its art. Luckily, it was on the same day when I first began writing the text fo...
Hello, we would like to introduce the advanced version for Far Cry 1 This product can be considered both a patch and a modification. FCAV Mod Features FCAV Mod...
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Hello! I want to talk about how I put an item on the screen to collect, if I had more time or I could make the game longer, there will be more items to collect...
I set out with the main goal of designing virtual cockpit controls with the functionality of a HOTAS but using 6dof motion controls, similar to games like Ultra...
Olá outra vez! Hoje estamos aqui reunidos para falar sobre o leap motion! Um leap motion é um pequeno sensor que utiliza pequenas câmaras e infravermelhos pa...
We always intended to design this game in landscape form factor, and not to be printed out. The images we used were specifically chosen to be viewed on a displa...
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Sci Fi FPS v1.3 update Endless war fighting...
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sci-fi
I've written an article on Medium about using CastleDB and Python to do codegen from a static database in C++ in _space_train, please check it out! https://medi...
Right now, I am moving the Wink codebase from GM4Mac (which relies on GameMaker 7 features) to Gamemaker Studio 2, three whole versions and many years newer. It...
Hello, my name is Ryan and this is the first devlog entry for Quantum Garden, something I've been working on for about a year now. It is an attempt to bring tog...
Hello there, good people of the itch! Today, lets talk about the single-most important thing in the game: The mirror. Perhaps you’ve gathered by now that it s...
Floating combat text is a bit of an art-form, I think. I added a couple of features to it to make it look better. - text gets a random offset within a small are...
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As some of you are hopefully aware, I am the main (and at the time of writing only) developer of the Tsukundere engine, which at the time of writing only I use...
In the latest release, the Octo assembler has grown new language features: support for quoted string literals and a new kind of macro facility, :stringmode, for...
Updated the version of Scribble (5.4.0 to 5.4.6). This doesn’t change much, but if you encountered any bug fixes with the text rendering they may have been fi...
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(This is a long post - tldr: I've been making a game...) I have been developing Labyring for just over 30 days now, here is a synopsis of what has happend durin...
If you had the chance to play The Alchemist, you probably saw the grayscaling effect applied when you pause the game, this is done at pixel level and is achieve...
A few people were interested in learning how the map generates in CopperCraft, so here's a stage-by-stage explanation! The way that the levels generate in the g...
Before I start to talk about my experience with butler, there is a small change in the game: - hostile platforms were visually reworked to be more obvious to ev...
External Testing: If you have tested the Beta, please feel free to fill out our QA Survey. https://forms.gle/7vtU79cmvEdRMYoo6...
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Compared to old projects of mine, I really want to focus on making Spellbound technically sound. There's a saying in software development that you should always...
Wink has been undergoing a lot of changes with our upgrade from Gamemaker 7 for Mac to Gamemaker Studio 2. With that' I've had to change quite a bit of underlyi...
v0.1 (November 24, 2020) This is the first release. It's an experimental game for my learning purposes, but I hope there are a lot of people playing it. List of...
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Well, bad news: it already took some massive while, and the build will still take some more (not as much as it already took tho). Yet: yeah, yeah, see ya, tunne...
This is the fifth post in a series of posts about how the time manipulation mechanics were implemented in Worldline. For the first four, click on any of these...
I can't believe I never made a small devlog about this. I know I sorta talked about it or explained it before but yeah I still think what I did here was real go...
Pre-Alpha 2 We've hit our goal of reaching a second distributed pre-alpha on time. This time we have new assets, improved mechanics, a new menus system, and mor...
Menus Spending a lot of time building up menus and trying to get a how to play screen together. This has led to a particularly weak spot in the code and thats w...
Howdy! Today, I’m releasing the tools that I have written to make Ren’Py distribution for the Mac a bit easier. This package, renpy-distribute-tools , is an...
Getting started getting to grips with Three.js this week. To start off with Three.js I began by creating a simple rotating normal material cube. The ‘Hello Wo...
AKA - Divide and conquer. Something I under appreciate - is how important it is to effectively split a complete project up into smaller tasks and reconnect thi...
So, mouse only. The daddy of FPS, the ultimate tool in gaming to some and to others merely a pointing and clicking device. For me I see a mouse these days as a...
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All of theese are built in WebGL! All Versions (Sorted by creation): Alpha 1 Alpha 2 Alpha 3 Alpha 4 Alpha 4.1 Alpha 5 Alpha 5.1 Alpha 5.2 Alpha 6 Alpha 7 Alpha...
fixed a few issues with collision. added decorations now collision is fixed proper title map and end game map extra levels...
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