Game Tech Discussion Devlogs From Those You Follow Page 9
CeTha:Ehhmm... no se que decir... Mi mente: Tan solo di algo divertido. Ehhmm... Buenas, creo que se nota lo principiante que soy en esta pagina... pero bueno...
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Graphics good, but no gameplay. (c) People, who played with me on the last build, said that graphics looks good, but you need to add more interactive things and...
So, this devlog comes with some delay, personal life sometimes takes it's time. But here I am, sharing with you what I've learned so far about programming patte...
Well, it's been a long time since I last wrote one of these and since we're approaching a big landmark in our games development( more on that later) I thought I...
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In this video, I show off how I create cutscenes for Super Sol Standard in preparation for the second demo I’m working on in preparation for this Summer. Chec...
Seems the iNES header was wrong. I never thought about it until now! This was preventing the game to save properly on some emulators. Turns out it was really si...
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Hive P v. S When Hive P v. S was released on Steam, I used Greenworks to add support for the Steamworks SDK . I had not intended to make any use of it, except t...
For my game Adrift Arena (made in Unity), I’m aiming for a certain look. My visual style naturally gravitates towards solid colours with soft lighting. So it...
Game -Added 3 charts: "Eruption", "Garden Havoc" & "Shaggy sings Overflow" -Now window dimensions don't stay proportionate, this fixes a bug where you couldn't...
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Hello there! The Combat Prototype v.0.4.0 turns out to be way bigger than planned, what was meant to be just a feature update, implementing the ability to chara...
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I'm back in the (GB) studio! After a needed break and time to pursue different hobbies and navigating some big ups and downs in life, as well as various design...
this info/tips post assumes you actually read all the instructions on the rgbitsy page to know how it should be used!! this is just some things to know and ke...
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I've released something I've needed to do for a long time. I haven't worked on Thrust 30 for too long... Since my macbook pro was stolen, I lost the ability to...
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This post was originally written in May 2020. At the time the game was still called Hook, Line and Thinker I recently read an article called A Swimmer’s View...
Hey there! Since Godot 3.1 is on alpha stage already I'll start porting Moon Cheeser to its updated version! Moon Cheeser was my first game published (and finis...
Writing this first, as a big thank you to everyone who tried my very first released Amiga game, Green Beret . Overall, reception has been positive in these last...
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Let’s assume you are developing a game: You put your heart into it, make a nice-looking, working prototype and play it by yourself, with your team, with your...
The P3 (code-name, no name yet) is a game in the genre of rogue-like dungeon crawler. Due to the nature of the genre, dungeons must be recreated for every play...
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Hi, it's S aitoki. In this devlog post I would like to explain how this game was made. As stated in first devlog, this game was made as an experiment for develo...
GAME BOY ADVANCE MUSIC AND SOUND CHALLENGES The GBA isn’t known for its sound. The static sounds you often hear in Game Boy Advance games are called artifacts...
Hello, everyone! Today, I show how to make a character page of the extra menu. First of all, I use Ren'Py to develop this game. In the character page, to change...
Today we're here to talk about the impact that a "realistic" player avatar and animated/tracked "hands/fingers" have on the overall immersion of a virtual exper...
Hello everybody! its been a long run and I'd like to announce you some few updates. A major and more noticeable one is the optimization process that I've been a...
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For some reason, the simplicity of MrFilton Deluxe feels so good and fun to play. I may keep up with these upcoming features for the game: -The upcoming build w...
When I initially started the design of Hypnagonia I don’t hide that I copied liberally from the design of Slay the Spire. However as is obvious, I did apply t...
In Search of Monster (placeholder) Monster Concept Art Credits A. David Anweiler Psysquatch is a reptilian big foot, psionic-based life form. Below is the thri...
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...
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...
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...
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...
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...
Little discaimer: Before you start reading, this article is something in between technical and game design, as "game design drives technical decisions". This we...
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...
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...
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