Tech Discussion Devlogs From Those You Follow Page 24
Hey guys, As promised in the last week devlog , this weekend I'll dive into explaining how you can modify or create content for Soulash. This will be a bit tech...
Alright...I started working on a feature update, to add a combo counter and a hit lag to the game. But in the mean time I had an epiphany about the classes I wa...
1 file — 0.5.0
Netherguild and the Imprecise Hovering -Or, "how I fixed hovering over tiles without using colliders." A technical tale from my last update about stubbornness a...
Hello everyone! Guilty Parade's demo is finally out! Feel free to download and play it! We also will be happy to recieve your feedbacks! Let’s talk a little...
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Olá outra vez! Desta vez trazemos aqui o tópico dos assets utilizados neste jogo. Não utilizámos muitos, tendo sido nós próprios a desenvolver a arte para...
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...
1 file — 0.4.0
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...
Essenceborn is aiming to be a low-budget project so as to avoid the trap that many TCG games fall into where they are forced to continually release new content...
So after a long hiatus, we've been at work on the sequel to our Game Shell jam entry, Planet Busters. The new framework is using Pyglet instead of Pygame, whi...
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...
Add User interface Add Drag and drop system Add time system Remove battle scene...
Olá outra vez! Hoje estamos aqui reunidos para falar sobre o leap motion! Um leap motion é um pequeno sensor que utiliza pequenas câmaras e infravermelhos pa...
Hello, everyone. Last two weeks we were busy developing main feature of our small game -- maze generation. Task was pretty simple: generate random mazes with se...
J’avais un gros soucis de performance lorsque Laser Boss faisait son attaque en Cone. Le jeu plantait tellement il ramait. J’ai fait quelques recherches dan...
Je trouvais que mon jeu manquait d’ambiance. J’ai donc décider d’ajouter des effets sonores et de la musique. Je devais commencer quelque part alors j’...
’avais laissé de côté Bomb boss pour améliorer le visuel général. J’ai donc décider de m’y remettre en ajouter 2 nouvelles phases à Bomb Boss : Ph...
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Je voulais que le joueur puisse changer les contrôles pour pouvoir utiliser les touches de son choix. J’ai donc améliorer le menu pour que ce soit possible...
Les barres de vie temporaires que j’avais créé, avaient besoin d’un peu d’amour. Alors j’ai redessiner 2 images : Cette image est fixe sur le bas de l...
Étant satisfait de mon décor, j’ai créé un deuxième boss à mon jeu : BOMB BOSS !!! Bomb boss, comme son nom l’indique, lance des bombes au joueur et...
Afin d’avoir un environnement plus agréable (pas juste noir avec des bonhommes qui bougent) j’ai dessiné une planète, une spirale ainsi que des étoiles...
Je viens d’arriver sur le premier problème qui va demander de la réflexion. Fonctionnement actuel J’ai une propriété HitBox sur chacun de mes élémen...
Je trouvais le jeu un peu fade et sans couleur. J’ai donc décider d’ajouter des effets à mes missiles et lorsque mon joueur perd. J’ai mis des EXPLOSIO...
J’ai pris pas mal de temps pour améliorer Laser Boss, il est maintenant composé de 3 phases : Phase 1 : Il tire toujours des lasers à un rythme aléatoire...
Je peux maintenant afficher une barre de vie (placeholder pour le moment) qui affiche en pourcentage le nombre de points de vie restant à Laser Boss. Laser B...
Après avoir dessiner le joueur et Laser Boss, j’ai implémenté le projet minimum viable. Le joueur peut maintenant : Bouger de gauche à droite Bouger de h...
Pour la Game Jam #20, j’ai voulu créer moi même les graphismes du jeu. J’ai donc commencer par dessiner sur papier mon personnage et mon ennemi (voir la...
J’ai cherché et essayé différents engins / frameworks pendant une soirée pour voir lequel je voudrais utiliser pour le game jam. J’ai finalement opté p...
Re-update the patch. Change the sand color for more visibility...
In the first Foxhunt, I handled input, cursor-movement and mouse-looking all in the same block of code. I have since learned that these should be thought about...
Add Cinemachine Fix enemy path direction Fix player movement and direction Change ship's model...
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A few super simple examples, as seen in debug mode. Hey, so I know that these days all of roguelikes have "amazing procgen" listed on their feature list as if...
The Super Tilt Bro.'s engine is now capable of handling multiple characters. That took a good chunk on work, but there is nothing to show. No ROM with hundreds...
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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Intro In the last devlog about Everhood code architecture, I've mentioned that we use scriptable objects. Let's see what is a scriptable object and how we use t...
Hi! I decided to change old full game project to restricted mode. Don't worry everybody who bought a game on old page are still able to download it :)...
FPS movement was working okay in the previous Foxhunt, but I wanted to fix two major flaws: sliding up the steepest of hills, and bumping down a smooth incline...
We're thinking of adding online Co-op to the game and we're doing some preliminary investigation to see if it's feasible. Adding online co-op requires a pretty...
Hey guys, it's been a while. Sorry I had to skip last weeks blog post. I was busy fixing bugs and polishing the game before 0.2 alpha release. In case you misse...
Due to some minor issues, in the couple spawning code. We have currently taken the game download down. We have a new build ready to be uploaded the second we ar...
Here is a brief rundown of some of the techniques and functions I used in building out the behind the scenes feature. There is dramatic room for improvement, bu...
¿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...
Arte
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Olá a todos! Esta é a primeira entrada neste blog. E que forma de começar! Com a arte! (se calhar devíamos ter começado com uma introdução... (~_^) ) A a...
Welcome to the update! I had been hoping to show you giant mushrooms (which can be used as an alternate source of lumber) in this update, but it's still not qui...
Before I start to talk about my experience with butler, there is a small change in the game: - hostile platforms were visually reworked to be more obvious to ev...
Tails is run in the browser using PixiJS (a wrapper library for WebGL). Rendering performance proved to be a challenge. We went into the project thinking that p...
As you likely know, I made the suicidal decision to make a game based off of a pattern recognition algorithm for the 48 hour Ludum Dare Compo. I'd never attempt...
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I've written an article on Medium about using CastleDB and Python to do codegen from a static database in C++ in _space_train, please check it out! https://medi...
Lazers, Beams, and Cubes This week I've Finally got the doors opening. The cubes all have unique textures. I've fluked some particle effects that actually tu...
Intro When it comes to programming architecture, sometimes, new devs can be a little lost. Here are my thought about how is Everhood architecture and what is th...
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