Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tech Discussion Devlogs From Those You Follow Page 22

Homescreen transition, gamestate and world simulation (part 1)
2
Tech Discussion
Little discaimer: Before you start reading, this article is something in between technical and game design, as "game design drives technical decisions". This we...
Checking conditions visually
Tech Discussion
Unity Animator have a very neat trick. You can define parameters and use them to define conditions for transitions. No need to write custom function for each t...
Creating a 3D Anime Character From Scratch (Part 7 – Animation)
2
Tech Discussion
Why does 3-d anime look so artficial? In this indie game dev log episode we will be exploring the animation process behind Gabriella, the protagonist for my upc...
Temple of Anguish 0.8.5 released
Tech Discussion
Updated some of the project tech dependencies to some newer versions to test them out...
1 file
the tape and staples keeping this game together
1
4
Tech Discussion
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...
1 file
Bizzarioware project files now available!
Tech Discussion
Hey Team, Quick post: Just wanted to let everyone know that I decided to upload the assets, project files and source code for Bizzarioware. These assets are ava...
3 files
Devlog #2 - Character Controller Has Been Updated!
Tech Discussion
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...
Revision 1: The Mirror
Tech Discussion
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...
Game Update
Tech Discussion
The game is now complete with all 4 levels! It can now be played either with a keyboard or a gamepad...
On using Godot for Gardenia
7
16
Tech Discussion
Hi folks, I have recently finished porting Gardenia to Godot. It was my first complete project using the engine and I wanted to share some notes and thoughts. D...
Revision 0: World Building
1
1
Tech Discussion
Hello there! It’s a me, Chris. I’ll be writing about how we accomplish different things in the game on a technical level. So massive desillusionment (if tha...
Tile priority
2
Tech Discussion
The Genesis graphics were organized in two plans plus sprites. The most common way of drawing things in a platformer was to use the background plan for some bac...
Blocks of Code
Tech Discussion
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...
Rule book version 1.0 on the way!
Tech Discussion
Dev Blog #1 : The Tile Engine
2
Tech Discussion
After publishing the prototype demo of Irena Genesis Metal Fury on SEGA Genesis / Mega Drive, we continued to develop the game with the goal of creating a new d...
Micro Kitty Dev Blog (Tools)
2
1
Tech Discussion
| --- Level Editor V1.0 --- | Hello! It's been a while since the last update for Micro Kitty, but I'm here to let you know that development is still ongoing. Th...
Important!
Tech Discussion
This game was ported to Android. If you play it, you MUST remain landscape at all times, rotating the screen will rotate the game too, but it's too disorienting...
Aprendendo JavaScript
Tech Discussion
Com ajuda do pessoal do Twine Forum , eu estou conseguindo progredir bastante no jogo. Depois do sistema de movimentação no mapa estar pronto, eu tive que ref...
C64 Cross-Assembly
1
Tech Discussion
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...
We fixed the main bugs
Tech Discussion
Hey ! We discovered several bugs with your feedback so this is a list of bugs fixes : - Spamming space bar - Several fight appearing We have also reduce the h...
1 file
Engine fixes
1
Tech Discussion
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...
1 file
Finally getting some work done after a long break
1
2
Tech Discussion
So last time I was working on Morpheus (now almost 3 months ago 😞 I rewrote the canvas renderer to render all scenes in a single canvas rather that one scene...
Proximity-based "Holes"
7
Tech Discussion
When the player needs to deposit a carried Item somewhere to advance the game, a key in a lock for example or a certain colored cube in a certain shelf, I call...
First technical demos
Tech Discussion
Some technical demonstrations. Optimizations behind player's screen...
Devlog - Unity Upgrade
Tech Discussion
Devlog as of Nov 10th It's been a month since the team has been able to meet up in a meaningful way. To get things rolling our lead engineer, Jac, helped get ou...
Updated Music & Bug Fixes.
Tech Discussion
Just added some good music for the title screen and the tutorial Also added a high-score element...
1 file
Creating a 3D Anime Character From Scratch (Part 6 – Rigging)
Tech Discussion
In this indie game dev log episode, we will be looking at the rig created for Gabriella, the protagonist for my upcoming indie game, Project Feline. I’ve crea...
Update
Tech Discussion
October 31st, I will announce new major update of CAPGRAS. Stay tuned...
"Thingness" and Inheritance
4
Tech Discussion
In the first game, "state" switching of top-level "things" was handled by an ad-hoc network of scripts (see The State Switcher , previous post). Now I hope my...
The State Switcher
2
Tech Discussion
Let's call the top-level objects in my game, which need to take player interaction and change states, let's call them Dynamic Objects (DynObj). For my purposes...
Shadows Sample Project
Tech Discussion
I got a couple questions about how I did the lighting for Space Jelly so I've created a minimal sample Godot project that implements the core algorithm in about...
1 file
#6 Let there be light!
Tech Discussion
Welcome to the sixth devlog of “Package Party”! Lighting is everything in 3D games. (I learned that the hard way, after years of asking myself: “why do my...
Playing with Animation in Dragonbones
Tech Discussion
We're now entering the "hard work" phase of work on Harmonic Odyssey's systems. Luckily, it's also the fun part. With the battle system functional, working on...
Devlog 7: Writing
1
Tech Discussion
Hello everyone. Oak reporting in. Time for another devlog! We're gonna talk about writing. Gamewriting, in particular. Writing for games. For Death and Taxes. S...
Inventory in Soracca
1
Tech Discussion
I've received a few questions on how inventory is handled in TMoS , so I figured I would make a devlog covering the subject. To front-load some information: TMo...
issues with heads in multiplayer VR
1
Tech Discussion
One thing I found really challenging about creating a multiplayer VR game was the players' bodies. I decided to accept that I was going against what seemed to b...
Day 1 - Scramble and wire
Tech Discussion
Day 1 had its fair share of interruptions. Although technically not over yet, I have my sister's birthday celebration coming up tonight and I still need to bake...
Developer mode features
3
Tech Discussion
Once you enable developer mode setting, a number of keyboard shortcuts become available: ~ - show console TAB - show minimap F2 - show profiler F3 - Show Bullet...
1 file
Making a moddable game
5
Tech Discussion
The previous entry in this devlog concluded that, before implementing new characters, we needed a storage format for them. Indeed, making a new character for a...
Demo Update!
1
Tech Discussion
The Brass Brigade Demo has been updated to increase performance related to explosions and correct a technical issue that could cause crashing on 32 bit systems...
1 file
Essence Showcase - Reset
Tech Discussion
This is the final post in a series discussing how the different time manipulation abilities in Worldline were implemented. The first five are here: Pause Slow R...
Alpha Build
1
Tech Discussion
PLAYER EXPERIENCE GOALS Art Is the environment draw the player in and spark curiosity to explore? Do you feel encouraged to be curious and explore every nook an...
DevLog 5: Art
1
Tech Discussion
Good tidings, reader! Oak here, again. As we've teased in previous weeks, we are keen to share the way we handle our art pipeline. It can be a super-long proces...
Major Update!
1
Tech Discussion
Since the game was made in a short period of time it had a lot of bugs... most of the errors are now fixed. Now the game would be enjoyable!...
2 files
Essence Showcase - Playback Recordings
Tech Discussion
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...
Essence Showcase - Fast-Forwarding Your Own Time
Tech Discussion
This is the 4th is a 6 part write-up I've been doing about Worldline's time manipulation mechanics. You can find the first three here: Pause Slow Rewind Fast-fo...
Essence Showcase - Rewinding Time
Tech Discussion
Hi everyone! This is part three in a short series of posts I'm doing where I cover each of our time manipulation mechanics in Worldline. If you haven't seen the...
Essence Showcase - Slowing Time
Tech Discussion
Next up on our list of time-altering abilities is slow essence . If you haven't checked out the first write up on pausing time , click here . One of the trickie...
Essence Showcase - Pausing Time
Tech Discussion
Since I did a technical discussion about how we came up with and designed essence overall, I thought it might be fun to do write-ups regarding each specific pow...
Behind the Scenes: Psysquatch
Tech Discussion
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...
Loading more posts...