Game Tech Discussion Devlogs From Those You Follow Page 12
After working on and off on Hive P v. S for the last few years it is finally finished. The project might not be that exiting, but it has been a nice experience...
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Feeling the crunch, but making some really great progress in spite of this (or perhaps because of?!). Since last time: Added new hex type: survivor camp Impleme...
I made this game during Weekly game jam 78. It is a platformer game where you can make certain platforms big to progress further in level. The game is not optim...
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V1.1 Ajout support manette de jeu. Le deuxième joueur peut rejoindre la partie en cours en appuyant sur Start. Correction de bug : La vie ne revient pas à...
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Greeting all our players, As many players want to support cross-platform saving (cloud saving) This feature was not planned but it seems to be needed. However...
The Genesis graphics were organized in two plans plus sprites. The most common way of drawing things in a platformer was to use the background plan for some bac...
Now that I feel the UI is at a solid point, I've moved back over to what I've been sketched out the most by: the netplay conversion of the game I created last y...
Work In progress : 1. Type writer system on chatbox (Done) 2. Inventory system 3. Lantern on/off Future progress update : 1 Health bar 2. Save system 3. Map 2 (...
Sound design is perhaps the most underappreciated aspect of video games. Is that an overstatement? Possibly, but let’s talk a little bit about it. Sound effec...
Hi, I've been struggling with the game's code this last days and I must say that's a little mess in there. When I started to code this game, years ago, I didn't...
Now in Sandoria there will be INFINITE WORLD!* Just recently, in a separate project, I tried to create an endless procedural generation of the world, which I su...
Last month I decided to work on ncJump , a project with a new engine: nCine , an open-source C++ framework for 2D games developed by @encelo . Some time ago, a...
As you likely know, I made the suicidal decision to make a game based off of a pattern recognition algorithm for the 48 hour Ludum Dare Compo. I'd never attempt...
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Hi! The following is a more technical discussion of the release notes for v1.04 of The Swarm, seen here . Weapon Penetration I've modeled a semi-realistic weapo...
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This post is a catalog of all the art produced to make this game, with links to their ArtStation pages which includes way more art! I plan on doing additional p...
Introduction If you've seen my Twitter recently ( Right 'ere ), you might've seen I've been working on Jefftastic 's Pizza Delivery 2, a sequel to a game I keep...
Some Tools/Assets Used All of them are public! Feel free to try them out. Art Aseprite: https://www.aseprite.org/ Code Audio and Fade Manager: https://www.epi...
I am now saving the seasons' contents as local file using Unity's JSONUtility and File.WriteAllText, which should be managed by your web browser. The pros and c...
I have to say, I'm largely impressed with Apple' s M1 chips. I thought that various portions of this transition would be more sloppy than executed, but Apple ha...
Xochipilli's Trade – Random Temple Generation Context Not unlike a lot of people, we did the Ludum Dare Jam 44 this past weekend, with theme “your life is c...
I'll fix my ugly character models, if I learn how to, and if I must, I guess. I put a lot of work into getting Dawn right. She needed darker skin. She needed to...
The game is Updated! Some bug is fixed Stairs bug when you sprint you stuck is fixed Notes are in the walls now Monster random disappears fixed...
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Hello, In this blog I will discuss what has been implemented. at the current stage of the game I have setup an inventory and items are being stored within certa...
Here is a brief rundown of some of the techniques and functions I used in building out the behind the scenes feature. There is dramatic room for improvement, bu...
How the game happened We started developing The Nameless City 3 years ago. The core idea of the game was a PSX horror aesthetic inspired by Lovecraft’s short...
As some of you knows, Elysium has been suffering from a problem for quite a while now, that made it impossible to attack IG a close enemy. To give a quick expla...
Or "yes, it supports mods" The October 2020 demo (corresponding with CommonCore 2.0.0 Preview 16) adds one big feature that I’ve wanted since the beginning an...
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The landscape was really a technical challenge as we had to familiarize with a lot of unreal tech : landscape splines, virtual textures, how to import an extern...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see how we chose 3D models in online retailers! As we mentioned in a previous post...
I've received a few questions on how inventory is handled in TMoS , so I figured I would make a devlog covering the subject. To front-load some information: TMo...
Hi! I decided to change old full game project to restricted mode. Don't worry everybody who bought a game on old page are still able to download it :)...
*** Error quit button resolved: go to the Ludum Dare page Wrong UI scale resolved ***...
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I guess I'm at the halfway mark! I can feel the clock ticking... 😅 Anyway, some decent progress last night! First off, I've added the foundational bits for s...
Without further ado, here's what we've been doing over the last 6 months! If you missed previous post, where we adopted Unity forward, here it is. We are super...
Follow updates on my Substack: https://melodicambient.substack.com/ In Devlog 1, I mentioned the Autocuber. When it comes to making games in small teams, it's a...
I have decided to write Q & A devlog, because there are a lot of questions that I could answer. Q : Will you update project on same page? Or you are going to up...
The first week, the game was updated to the latest pre-release of the PursuedPyBear engine the game is built on top of. Its good to keep on top of changes to th...
In this development update I've moved on to doing some of the non in-game scenes such as the Winners Circle and Prepare to Race...
Due to some minor issues, in the couple spawning code. We have currently taken the game download down. We have a new build ready to be uploaded the second we ar...
Heyo, Nicec00lkidd here. Recently while I was working on Foxo’s Fun Schoolhouse version 1.1, something really… REALLY bad happened. The sprites folder, sudd...
Horde Pathfinding in Constant Time Overview - The objective of this technique is to use a pathfinding algorithm to calculate the path of n number of entities i...
This first week of working on my next small game, Last Stand of the Mushrooms, was pretty productive for a first-week. I'm still experimenting with Python game...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will talk on how we work we external asset packs for Noise Hunters! As a group of studen...
Some of the issues when using an alpha engine are the stability and lack of documentation. However I am quite happy with the results I am getting with Armory3D...
Gravity, it's the reason things fall down. I've been fascinated with gravity working on a spherical planet for a long, long time. The culmination is how it is...
I got a couple questions about how I did the lighting for Space Jelly so I've created a minimal sample Godot project that implements the core algorithm in about...
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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...
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