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Tech Discussion Devlogs From Those You Follow Page 7

Full Release (A Note from the Dev!)
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Tech Discussion
Finally! finished this. This was 1 week late from the original release date but at least it feels good. I just hope people will like this. "Trapped inside your...
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​Tech behind ISLARIÖN
Tech Discussion
In this post I will review the technology used to develop Islariön and my thoughts about it . 1 - Tile intercommunication (WFC-ish) Every time the user places...
Building the Bunker
Tech Discussion
Hey there! We thought today is a good day for something else. Lets talk tech. About the dungeon generation in Bunker Björn. Procgen a topic sought after by man...
Change of engines
Tech Discussion
Hi there Fellow WotA Fans, Let me share in this post the engines I used in the past years. If I remember correctly, the first engine was Unity. It's a great eng...
ProFishing Update 0.2.0 Is HERE!
Tech Discussion
Released Version 0.2.0 of ProFishing Which Includes The Following Updates: - Saving & Loading : You can now save and load your progress as you go through the P...
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Which level makes you die most?
Tech Discussion
It sounds like a maniac question... I might be one, as I love to see my little testers... die! Jokes aside, now that I getting an interesting audience of player...
3 files
#6 Let there be light!
Tech Discussion
Welcome to the sixth devlog of “Package Party”! Lighting is everything in 3D games. (I learned that the hard way, after years of asking myself: “why do my...
The Evil has been defeated - TMPro Glyph Weirdness Be-Gone!
Tech Discussion
UPDATE: textInfo.character count does NOT encode the visible glyph count - you have to manually count them using .isVisible on each textInfo.characterInfo[] ele...
Blockbench + Construct 3
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5
Tech Discussion
Instead of using the default 3D objects of Construct 3, I tried to make the models in Blockbench and use Mikal's 3D plugin for C3. This workflow is much more fu...
Procedural cities
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Tech Discussion
The city mockup looked nice, but I needed infinite random cities. Let's try procedural generation! The mockup was created using actual Pico 8 8x8 sprites, so bu...
#12: Localizing a low resolution pixel art game
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2
Tech Discussion
This post was originally written in July 2022 Languages This game supports 12 languages: English, French, Italian, Spanish, German, Brazilian Portuguese, Russia...
performance of a custom engine on a standalone vr headset
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Tech Discussion
When I started to work on Tea For God I had no idea that in a few years, there will be a standalone VR headset and what will be inside it. I decided to go with...
Progress Report: March
Tech Discussion
This is the first post of what I intend to make a monthly report near the end of or at the beginning of each month. It’ll give you some insight into what I’...
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#2 Devlog - Concepts, concepts, CONCEPTS!!!
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14
Tech Discussion
Heyo! I’m Tyler, I've been very excited to work with everyone at Speldosa and bring my 5+ years of game graphics design experience to good use. Project Shorel...
Windows Build updated
Tech Discussion
UPDATE: Special build for windows has been released! Please download DCDOR_v1.1.zip or DCDOR_Chinese_v1.1.zip on Windows to have a try!...
2 files
Behind The Scenes
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Tech Discussion
As I said on the game page, this game was a part of my tradition to make a game every December. However, I didn't entirely make it in one month. Here's a quick...
Switching to 3d models
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Tech Discussion
Not yet ready for a new release but pivoting to 3d models is a go. Runs solid at 30FPS on the Playdate! Got a simple Blender to C workflow, easy to add new mode...
Volumetric Bounding Structure: Ray Tracing Accelerator
Tech Discussion
Volumetric Bounding Structure: Ray Tracing Accelerator Overview: A ray tracing acceleration structure is a system that reduces the time it takes to render each...
In-game model viewer
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Tech Discussion
Bad Pixels uses a custom rendering engine, so it is a bit tricky to see models working how they should without running the game. Then I have move around the lev...
0.2.0 Dev Thoughts
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Tech Discussion
Hey. We just dropped the first major content update for Love Exalt 8372! With TWO new beefy scenes, a new minigame, scene selection menu, script import system...
5 files — 0.2.0
How to make VRM file from FBX/OBJ
Tech Discussion
1. Make sure your OBJ/FBX is rigged as humanoid, you can use mixamo to auto rig your model. 2. Follow the official VRM convert guild: https://vrm.dev/en/how_to_...
8/8/2021 Devlog - Grabbed by the Oozies
Tech Discussion
It is Sunday night over here in California. And a bunch of neat work has been done regarding enemy combat. So just for the heck of it, I'd like to show-off what...
Test Driven Indie Game Development
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Tech Discussion
It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features...
8/15/2021 - Behind the Curtains of Combat Counters
Tech Discussion
Another Sunday, another potential blog post. As I teased last week, I'll spend today talking a bit about a few additional enemy combat mechanics that I think wi...
Days Dark High Refresh Rate Monitor Update
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Tech Discussion
Updated Days Dark with high refresher rate monitor support. Now the game is fixed at 60FPS, apparently when you transform, collide, mess with the camera at all...
2 files
Case Files - App Lab Keys Sent Out!
Tech Discussion
All itch.io owners have been sent a key to their e-mail associated with the purchase on itch. So please check your email (and spam box just in case) that you us...
Add bug reports here
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Tech Discussion
Been working hard on squashing bugs, but wanted to have a place you can also report anything you may run into so I can make sure it all gets fixed asap!!...
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Postmortem, part2: The Tools and Pipeline
Tech Discussion
Legends of Aereven: Lunar Wake is a 2D Zelda-like I made in 2020. As I continue my gamedev journey with other projects , I wanted to take the time to look back...
Hauntii's Style
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Tech Discussion
This game's current style almost all originated from this one sketch: Funny enough, this was just a 1 hour sketch I had done on procreate while toying with new...
The future of Drafft
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Tech Discussion
The future of Drafft Hello there, a major update is coming to Drafft in near future, this entry will try to summarize what I’ve been working on. A bit of hist...
Optimization
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Tech Discussion
Just sharing a bit of our development process! We didn't expect to optimise our game that early, but it was necessary. After spawning 200 AI characters to go in...
Tuesday js interface question!
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6
Tech Discussion
Hello! For the visual editor, it remains to make a scene editor. But I still don't know which interface to make. Anyone have any suggestions for the interface?...
Performance Tips:
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Tech Discussion
I'm aware that there's been performance issues for some players with older hardware. I'm looking into solutions for these, but in the meantime here's a few tips...
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performance
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Tech Discussion
Since I implemented support for OpenXR, the performance of the game went down. Enough to be noticable. I decided not to investigate it immediately as I knew tha...
The Anything Gallery has finally been fixed!
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Tech Discussion
Hello everyone! I'm sorry this took so long - but after finishing The Heilwald Loophole I finally took some time to fix this game. Turns out it was way simpler...
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Google Play сборки остались без перекрасок
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Tech Discussion
Из-за ограничений Google Play на доступ к хранилищу, в Google Play сборке игры больше (временно) не...
Workflow
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Tech Discussion
Hello! We ended up reworking a decent amount of our workflow. When we started this specific project, we weren't aiming to create a complete game with it at firs...
1.9 - The Summer Update
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Tech Discussion
Hello today! While this game is technically fully playable, I want to keep polishing the experience of it until I consider it perfect. Since this is a tabletop...
3 files
Forgotten Ballad Third Party License
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Tech Discussion
This license allows anyone to make adventures, creatures, songs, or hacks for Forgotten Ballad and sell or publish them for free. Rules To publish material unde...
Ray Tracing in LinearMAX
Tech Discussion
Ray Tracing in LinearMAX Topic: This paper will detail the ray tracing system which LinearMAX uses for the rendering of scenes. Overview: Ray Tracing is a rend...
Performance Fixes
Tech Discussion
First of all, I'd like to thank all of the great response we've had to our Global Game Jam game "Fairy Lost" as far as the graphics go! We're really excited tha...
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New Essential Features ✨
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Tech Discussion
Yo, back again with another update. Quick shout out to everyone who has shared feedback in the Discord so far, the latest demo should address all the bugs you'v...
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Walk, jump, climb and punch!
Tech Discussion
With buildings that can be destroyed we need someone to actually destroy them, right? Character's prototype code was heavily refactored to allow the Ape -our on...
Bug Report
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Tech Discussion
Feel free to report here anything which might be a bug or just feel wrong. You can also join the Discord server of the game here: https://discord.gg/dJG9KHVhCn...
#1 Devlog | 3D environments
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Tech Discussion
Hello fellow cleaners, hope you’re having fun playing Project Shoreline! I’m here to talk a little about 3D graphics, particularly for the environment – b...
A Cash Prize
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Tech Discussion
Hi folks, I've uploaded a new PDF (two actually, both spreads and single pages) of Thousand Year Old Vampire. These are versions that are going to the printer...
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Level Editor Update
Tech Discussion
Level Editor now supports larger maps With DUGA being hardware accelerated, it makes sense to create some bigger custom maps. This is now possible to do in the...
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