Game Tech Discussion Devlogs From Those You Follow Page 13
Some progress on a game I'm developing for the Jammin game jam ( https://itch.io/jam/jammin-2019 ). The theme of the jam is Growth . My goal was to come up wit...
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...
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...
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...
3 files — 0.0.7
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...
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...
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...
Sci Fi FPS v1.3 update Endless war fighting...
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sci-fi
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...
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...
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...
(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...
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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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...
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...
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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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...
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...
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...
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...
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...
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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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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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...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see how we use UMotion to make more specific animations! If you had to develop a pr...
I was most of the way through writing Castle Escape before I ran it on real hardware. Until that point, I had been using emulators to develop it. Mostly FUSE as...
Here are the sources of audio used in the game: Path of Exile https://freesound.org/people/man/sounds/14615/ https://freesound.org/people/glitterglass/sounds...
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A test of the A* pathfinding algorithm implemented for the game in a single unit, to be use for the population Mechanics that will be added to the game, Color c...
Blocks of Code Thematically, puzzles in Gitch respresent blocks of source code. The 'block' is composed of several smaller pieces which can each be removed and...
Hello, When opening the project there is very basic use on rendering text to screen, with a clear set colour background. I have setup a basic menu where player...
Last time, I left you with a mystery: What does the 0 button do??? Now it's time to answer that question. Like most interactions in Bazza Nava, it does a silly...
NEWS Death sound effects to Aku-Aku Sound effects to appear Aku-Aku level 1 and level 2 Game Over screen Animation in collect a fruit SOUND EFFECT SFX Break Cra...
Intro Since one of the central mechanics of the game is playing back audio recordings, I obviously needed to add tape reels to the UI. Even though I doubt anyon...
I have just finished fixing the various major bugs such as the game not responding when there is a sound by making it run in a pump loop until the sound stops...
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