Tech Discussion Devlogs From Those You Follow Page 13
I cleaned up and ported new features from the game to our Unity plugin repo. Have a look if you want to render things on an oscilloscope in Unity: https:// gith...
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...
A Short Stay is a game I have written in a Markdown file, doing my best to respect correct usage of HTML tags. I write in Markdown because it is straightforward...
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Custom binjgb emulator I customised binjgb emulator and create a repo, so if you need to use it for your own project you can use my version. It's mobile friendl...
Wanted to go over the extra things I added to this visualizer, mainly for aesthetic purposes. TREE SWAYING The tree swaying is simply done by applying a sine wa...
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...
The PET remake of 3D Monster Maze seemed to have gone well (although it hadn't been released yet), so I thought I would have a go at another favourite game. Tut...
the new update adds a score bob up on hit and some new UI animation and design fixed wall bug and bullet bug and hol bug and enemies buildings bug and make the...
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Salut a tous, hey everyone. Today I fancied writing a little post about systems, things like why they're useful, when I remove them, why I remove them etc. I wi...
Hello again. If - for some reason - you're avidly following the project, you may have noticed it's not out yet. Put simply, this is because our eyes have been b...
Legends of Aereven: Lunar Wake is a 2D Zelda-like I made in 2020. As I continue my gamedev journey with other projects, I wanted to take the time to look back o...
For our netcode in Fish Fight , we use a variant of deterministic lockstep called Delayed Lockstep. It consists of a peer-to-peer architecture running a determi...
Hey everybody, I thought it might fun to look at how I came up with the graphics for T&T. It might prove to be useful to those that are -like myself- not partic...
This piece is going to delve into a bunch of pseudocode, so if you're not much of a programmer: hey, twins! Why Does an Open-World Board Game Need Epilogues? Th...
Wrote an article on my blog about the upcoming log exporter feature I recently added to understand the long standing Android-specific bug #119 . The bug is now...
Brace yourselves - NormalMaps are coming...
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Animation Tool for converting 3D models with animations to 2D sprite frames.
First of all, I'm sorry I'm not good at English. I create game music. What do you think? This bgm is using 5:00AM...
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This initially started as an attempt to move this project to URP, but quickly turned into a clean-up job to get the project ready for beta #screenshotsaturday #...
Hello guys, I'm Luife, developer of Peter the Giraffe. I participated in #TuJuegoAJuicioJam, a gamejam organized by youtuber / video game developer Alva Majo. T...
Due to the enormous support from the Brazilian community , some texts have been added in Portuguese. For the moment it is only for the menu and the description...
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This post highlight some of the code features behind-the-scenes of the development of this game. The game is written from scratch in JavaScript, no engine was u...
Yo, what's up! We've been a bit busy lately with the ongoing campaign, but we figured it's about time we made another HowTo post, this time: TRANSLATIONS!! (cue...
On the last devlog, i talked about experiments done with Krita, while i was trying to find the best workflow for making the new wave of assets. Since then, i ha...
Switching Engines Made the leap from Game Maker: Studio to Unity and have ZERO regrets. YoYo Games has just about irked my nerves for the last time with their G...
I now have to weeks of vacations so I resumed the work on Shrine Maiden Shizuka. The first thing I did was to adapt the game to the new SGDK 1.65. It was not wi...
Read it till the end, please, because we have a question for you! Talking earlier about bracers, we were asked why we are so scrupulous about details, if the ha...
New addition to my lineup. I've always loved space sci fi and wanted to use a pack that I won on TheMessyCoders stream a few years ago. So I used the 1k followe...
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Another Sunday, another potential blog post. As I teased last week, I'll spend today talking a bit about a few additional enemy combat mechanics that I think wi...
Hi fellow pilots! For the past few weeks I have been trying to reproduce a bug reported by multiple Android users: when you finish a championship, sometimes the...
Hello Talented Gamers! While gameplay development on 0.4.X is completely wrapped up. I won't be able to release today sadly as I've found a last minute annoyanc...
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I thought it might be interesting to break down some of the processes behind each graphics pack from Screaming Brain Studios! Starting off with some 2D planet t...
It is Sunday night over here in California. And a bunch of neat work has been done regarding enemy combat. So just for the heck of it, I'd like to show-off what...
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...
Just sharing a bit of our development process! We didn't expect to optimise our game that early, but it was necessary. After spawning 200 AI characters to go in...
LittleKnight. With a powerful sword and great power that allow him to fly. A creepy and devastating death blow! Witness a great LittleKnight adventure. With a m...
From my experience working on The Bar Stop game, dialogue system has been a pretty fun feature to explore. The current system has an integrated dialogue where i...
Character entering a building could be pretty straightforward. I tried to explore player entering a building from multiple entries. A building (as a scene) only...
check out our github page. https://github.com/Sam2much96/Dystopia-App Comment bugs, add code and create mods. We're live on github. Connect with us. Keep up wit...
I'm currently working to port the game to the PC. I need to remove the Oculus stuff and put in PC-based controls and UI. I need to remove the right handed/left...
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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Since the release of v 1.1.5, it became obvious that the entire project suffers from a cashflow problem. As the CFO it's my responsibility to make sure our user...
I don’t get the chance to talk about settings for things but I figure here’s a good place. These well likely be hella technical and only for people that mak...
We always intended to design this game in landscape form factor, and not to be printed out. The images we used were specifically chosen to be viewed on a displa...
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So I've made the decision to switch the project to use Unity's High-Definition Render Pipeline. This means that I can no longer use WebGL to build and export my...
The Write Tool for Aseprite is now released and won't receive any new features. The reason for this is that I'd like to spend time on some new projects. Even th...
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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Hello friends, how you guys holding up ? (thumbs up and twinkle*) (Official Promotional Art - Made by Jota14k) I'm here to tell you guys that soon we're going t...
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...
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