Game Tech Discussion Devlogs Page 10
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...
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...
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...
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...
A tool that will let you import images, songs and backgrounds to folders that are shareable by multiple charts that you'll be able to create. Basically I'm tryi...
Hello Everyone, i'm Ervin Ahmad Nur Hidayanto, Game Programmer in 4Happy Studio. I'm currently a programmer at Game Developer, I'm familiar with the C # program...
This is the most graphically-polished game I’ve made in puzzlescript to date, and I want to write a bit about the process of adding that polish. (This post wo...
This post was originally written in August 2018. At the time the game was still called Hook, Line and Thinker I have just finished the very long and very painfu...
Munchkin was released in 1981 for the Magnavox Odyssey 2(a.k.a Philips Videopac G7000) console, and was a very popular clone of Pac-Man. There are a couple of f...
During Lily Lander’s development, I experienced a lot of trouble with macro assemblers. As a first project on the C64, it took me a while to find what worked...
Anyone looking at this project will surely notice a lack of video previews. Well, the primary reason is that the GeForce in my Asus Strix ROG laptop burnt out...
UPDATE: This article about an experimental rendering process is also up on IndieDB... https://www.indiedb.com/company/michael-klaus-schmidt/features/how-is-this...
A quick video devlog which catalogues the problems I had to solve to develop my entry to TO Jam 2022; *Stab Several Skeletons*. I'll show how I used the "delega...
Remember when MacOS had a desktop background that changed from day to night? That was pretty cool. Employee A has a MacOS inspired UI. The reason I did this is...
Another installment in the new game Sea Titans from Salty Sea Dogs, LLC. Covering some of the basics of the world generation and rendering. Focusing on loading...
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Introduction: I could go through all the particles that are in my game, however most of them are using same techniques, so I'm thinking about making the most im...
I originally hardcoded the English text, which made localization a pain (bad planning on my part). I’ve since switched over to rust-i18n 1.2.2 and localizatio...
Greetings fans and friends, today I've got a longform blog post about converting my Duelists of the Remakes tech demo from a single player-only experience into...
Before I started writing Castle Escape (towards the end of 2020), I was surfing the web looking for a 'C' compiler for Z80 based systems and stumbled across Z...
You may have noticed that The Funny Boneyard goes for a very specific kind of style, trying to evoke the early 90s, when graphic adventure games had their Golde...
Introduction: At the beginning I wanted to thank everyone who played my game as I'm really glad that so many people really enjoyed it. I received tons of comme...
This post assumes a basic familiarity with the Bitsy Game Maker . Since the release of Bitsy 7.0 I’ve been looking for interesting ways to use the new exit di...
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Hello there everybody. First things first, I hope that everyone is okay during these trying times. This has been a difficult period for alot of people, includin...
Hi wizards around of the world ! As said in the last devlog about the 0.3 update of the GWT, let me talk today about the spellbook, which is the new page added...
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WHY DID YOU MAKE A GAME FROM SCRATCH, WITHOUT A GAME ENGINE? We chose to not use a 3rd party game engine because one, we wanted the challenge. And two, we like...
Today, we reveal a small secret: The characters have layers (literally). We are not talking about the ordinary layers artists usually have to render more easily...
L systems are a recursive algorithmic system created by botanist Aristid Lindenmayer around 1968 while studying plant growth. L-Systems are a type of text/strin...
This is one of my first games with Rust and Bevy. The core gameplay came together well, but the web build got tricky after I added autosave—my WASM build brok...
A while ago, I decided that I wanted to create a level editor for Brain Bouncer , so that players could create and share their own levels with each other. Afte...
Localization for Bokmål is now fully complete, which is good. Special shout-out to Sten Pettersen for his help! We will be adding localization for French and S...
When programmers create games, they usually like to focus either on the technical side (engine, network, you name it) or on the creative side (vfx, gameplay, AI...
Shrine Maiden Shizuka is a metroidvania that targets the SEGA Genesis. Programming for this kind of old hardware is difficult as there are a lot of technical li...
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Active Ragdoll System The Games physical animations make use of a so called "active ragdoll" system. Inspired by games like Humans Fall Flat , Octodad , or Tota...
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The background elements update Game -Added 2 charts: High & Ugh -Audio delay and visual delay are now separate options -Updated backgrounds of some charts -Now...
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23/67 sound effects completed; implementation still pending. I’ll likely trim a few for scope after testing. Better planning needed next cycle ETA: 1–2 days...
I made a quick video regarding the first iteration of the platform movement prototype, that will be up here on itch as soon as I fix the problems raised in the...
When I started working on After the End with Miaobot, I was curious how much I could do within Bitsy's limitations, and the answer was: a lot more than I expect...
Let's see how's Mars doing today! Open the planetary view, and check your bases general status, hmm, everything seems to be fine, but let's open the details of...
>put on tinfoil coder's hat I've been busy the last two weeks whipping the game engine into shape for private alpha testing in late September, checking off mile...
Everything has gotten a color face-lift with a new palette. One of the steps necessary to making everything feel like it belongs together instead of a random mi...
This week we hit a number of key milestones: Linux alpha testing begins , Android Pre-Alpha 4 Dialog and help systems POC Mobile landscape collision forked an...
This week's coding challenge: obstructions to range attacks. We're using traditional random-roll RPG mechanics driven by 3D simulation factors. It's one of the...
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