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How is Everhood going + Lets create 2D lasers in unity !
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Welcome to our sixth devlog ! How is Everhood going We are doing very good progress on Everhood! Chris is creating more and more in-game content, no one can st...
How To: Write your own Villain for Wildermyth - Part 1
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We call Wildermyth a "mythmaking RPG" because or philosophy is to put as much storytelling power into your hands as possible. Part of that is exposing our tools...
How to make a nebula shader
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Welcome to the first devlog for Gravity Ace! My plan is to give you a look behind the scenes. You'll have a front row seat to see the decisions I'm making and...
How to make an stylized fire shader
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I know what you're thinking: another fire shader tutorial ? While it is true that there are tons of examples online, I think most of them fail at explaning wha...
Creating a 3D Anime Character From Scratch (Part 2 – Facial Detail & Sci-Fi Armor)
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In this indie game dev log episode, we will be continuing the development of Gabriella's in-game character model for Project: Feline ! We will be transformin...
Writing a one-line cel shader
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Cel shading, also know as toon shading, has been around for a while. The idea behind it is to have only a few colors on the surface of the object, with some "ba...
Using #shaders to make this dimensional portal 🌀🌟
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Hi everyone ! Another one of those little GIF tutorials! This one a bit particular, because it's a collaboration with one of Alex students IRL : @_khymeia_ on...
Portrait process - A small insight
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Hey everyone! this time the devlog is not written by Matthias as it will be about the visual creation of the character portraits in Heart of Muriet. I am Raffae...
Building Tree’s Part 1: Runtime Meshes
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This is part one of a series of tutorials on procedural Tree’s, using L-Systems. Based off how I did the tree generation in Tree Game. There will be three par...
Tutorial: Wind-blown leaves shader
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In this post, we’ll write a fragment shader to animate leaves in Unity. I’m assuming familiarity with light vector math. First, get your base textures. The...
How to Stream on Twitch
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If you want to stream your games but you’re not sure how to set it up, then you’ve come to the right place. In this little guide I’ll explain some of the...
Building Tree’s Part 2: L-Systems
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This is part two of a tutorial series, I highly suggest checking out part one first (its way more interesting). Find it here: https://mjm.itch.io/tree-game/dev...
The Anatomy of a Bug
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Hi all! Before we dive in, we’re Multithreaded Games and we’re working on a turn-based, gridless, tactical RPG called Wellspring: Altar of Roots—you might...
1 file — 1.3.2
Interactive breakdown of the visual style of The Sapling
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W riting game code and creating game graphics are two fundamentally different beasts, and what is fun about them is very different. Programming has the clear ad...
Jetboard Joust DevLog #111 – Using 'Selective Raycasting' For More Realistic Explosions
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One of the things I’ve been doing recently is improving the algorithm I use to calculate explosive damage in Jetboard Joust . I’ve mentioned this in passin...
Make your Thumbnails Stand Out! (GIF tutorial)
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Hey all, I just wanted to share my process of producing eye catching thumbnails on itch. After a lot of trial and error, there are a few rules I now follow cre...
Creating a Fill Effect with Sprites in Unity
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The Goal Many common game features can benefit from using a fill effect on an image. You may be filling in a loading bar, health bar, power up meter, or creatin...
Unity Editor Tools - Create Better Games Faster!
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Make the Unity Editor work for you and your game! It takes an incredible amount of work to create a fun, polished game and release it on a platform for players...
Creating the Island
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Introduction In Mad Island , the entire game takes place on a single island. And being a roguelike. there's lots of dying and starting over. So each run needs t...
Beek - Ending Guide
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Hi everyone! We've been hard at work since the release of Beek - Familiar Spirit in 2019 on iOS/Android and the itch.io release earlier this year, but we found...
A Beginner's Guide/Tutorial
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Welcome to the Songs of Syx Tutorial/Guide, valid as of writing, February 2nd 2020. This tutorial will be split into various parts, each roughly looking at a di...
1 file — 0.50.151
Endings Guide (Minor Spoilers)
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Happy new year! Thank you for all the support and feedbacks so far! I'm always happy to read what people's thoughts on the game, and one thing that I did wrong...
Creating a 3D Anime Character From Scratch (Part 1 – Character Design & Base Model)
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In this indie game dev log episode, we will be going through the development of a new in-game character model for Project: Feline! We will cover my, character d...
Random Map Generation w/ Symmetry and Adventure Objects
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Hero's Hour was from the very start based around a random map generator, which has become more sophisticated through the last months and, as of the v.05 update...
A Hint-Based Guide for Those Who Want a Little Help
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Thank you so much, everyone who's downloaded the game! In commemoration of hitting 1,000 total downloads between itch.io and GameJolt, I whipped up some new art...
Creating a 3D Anime Character From Scratch (Part 5 – ILM Map)
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In this indie game dev log episode, we will be continuing the development of Gabriella's in-game character model for Project: Feline! Due to popular community d...
Creating a 3D Anime Character From Scratch (Part 4 – Shading)
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In this indie game dev log episode, we will be continuing the development of Gabriella's in-game character model for Project: Feline! We will be learning how to...
A Concept for Procedural Level Generation
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When we decided to continue working on Fireside after Stay Safe Jam, we wanted to keep the scope small and the game simple. After all, we're still studying whil...
How To: Write your own Villain for Wildermyth - Part 2
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How to: Write your own Villain for Wildermyth - Part 2 This is part 2 of a series where I'll teach you how to write and implement your own "main story" for Wild...
Ren'Py: Delete button for save slot (implementation)
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I added a delete button for each save slot (see screenshot from the Load Screen of The Snowperson [build 1.0.3]). Context: I've written this mini Ren'Py tutoria...
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How to: Write your own Villain for Wildermyth - Part 3
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This is part 3 of a series where I'll teach you how to write and implement your own "main story" for Wildermyth. Part 1 - Make a Mod, Make a Villain Part 2 - Ma...
3 files — 0.7+75 Agarantha
Devlog #43 - Phoenix's Art Pt. 1 - A Character? Right Away!
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Ello! This week Pectin is back with a devlog on art again. SPOILER ALERT it's about a piece of asset from //TODO: today that is going to appear in an update in...
Be flexible with colors - Implementing a dynamic color system with Unity
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Hey everyone, it’s time for another Fireside devlog! This time we’re exploring how we’re applying colors to sprites in Unity. We wanted a flexible system...
Our HTML Logging Tool
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In our previous devlogs, we talked about different features and design decisions for Fireside. This time we're going to mix it up a bit with a tool that helps w...
Devlog #34 - Status Update, Character Design, and UI
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Hello! It's time for another update on the development status of Brassica . After working on separate projects for a while, we are now in the process of gettin...
Craftable items and their recipes - A How-To
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Hold on, why are there so many items? With the arrival of the Progression Update , EpicShop now has a BUNCH of new items. Not even kidding, we are talking over...
How I animate characters (part 1)
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Initially this was just a one-off reddit post , but since it was well received, I wanted to bring it here and consider doing more in the future as well. We're g...
The Vale Beginner's Guide
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The Vale: Shadow of the Crown Beginner tips and tricks Although The Vale should be pretty intuitive to pick up for most players from the start, there are some p...
Prologue story
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The game occur in the Wild West, in a town called "Saiver City". Until recent times, this settlement was the quietest place in the wild west. But it went on unt...
Blazing-fast rendering with a single material per scene
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Most low-poly games feature a single color per face in their models. Because of this, low-poly models often have a low amount of colors, which means the scene t...
Devlog #41 - A Colourful Journey
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Hi! :D Today PECTIN is back again with another devlog about the art of //TODO: today ! It's about some subtle elements of the background which can be seen in...
How to fix the game does not start on Mac issue
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In this post, we will solve the problem with installing “Wild Woods” on Mac since many users encountered the error message when installing the game. You can...
Devlog #40 - Writing Structure in Detail
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Hello! This week it's my turn again to write a devlog and because most of the work I'm doing right now isn't really ready to be put into a devlog just yet, I de...
Devlog #39 - Teal's Art Pt. 1 - A Dark Place
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Hello lovely readers! (ノ゚▽゚)ノ We've announced last week, we're back with our devlogs packed with insights into our work on //TODO: today ! As it has...
Dev Streamin' and Learnin'
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I’ve been doing development streaming on Twitch lately, and it’s been pretty enjoyable actually. It’s early afternoon for me, Tuesday at 1PM Pacific , an...
Godot texture interaction tips
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This is a short collection of intermediate tips and tricks for using sprites/textures in a Godot scene. I wrote it as response to this question on reddit. Comp...
Tutorial - Cutout Animation
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Intro Cutout animation is a very productive technique of animation which even allows you to, if you want and have the guts, procedural generate animations, sin...
1 file — 1.0.5
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