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Tech Discussion Devlogs From Those You Follow Page 25

multithreading
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Tech Discussion
Tea For God is a VR game. This means that it has to render two images for each eye. And it has to do so in 90 frames per second. There are several approaches to...
Privacy Policy
Tech Discussion
Links to Other Sites This Service may contain links to other sites. If you click on a third-party link, you will be directed to that site. Note that these exter...
There must be options
Tech Discussion
Menus Spending a lot of time building up menus and trying to get a how to play screen together. This has led to a particularly weak spot in the code and thats w...
Development Snippet - Yarn integration
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Tech Discussion
Hey! Thanks for following the project! It really means a lot. Both myself and Jean have been pretty busy with work things (and Jean now has a fever 😢) but we...
Retrofuturism
Tech Discussion
Retrofuturism You need a way to know how many cubes gotta be in the button for specific doors to open - otherwise it'd just be a case of randomly pulling cub...
Patch Notes v10
Tech Discussion
NEWS Death sound effects to Aku-Aku Sound effects to appear Aku-Aku level 1 and level 2 Game Over screen Animation in collect a fruit SOUND EFFECT SFX Break Cra...
Implementing simple slow-mo effect in GameMaker Studio
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Tech Discussion
While working on my entry for Pirate Jam 2019, I was happy with parts of the game, but felt gameplay lacked the fun factor. At the time I had just learned parti...
Q & A
Tech Discussion
I have decided to write Q & A devlog, because there are a lot of questions that I could answer. Q : Will you update project on same page? Or you are going to up...
Game breakdown from dev perspective
Tech Discussion
You can read about how we developed this game jam on ShooterTutorial.com...
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Beginning the work on v2, rethinking positions
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Tech Discussion
All Super Tilt Bro. cartridges are now shipped. It is time to begin to work on the second version . It all begins with in-depth refactoring. Let's fix version...
The Importance of Post-Processing
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Tech Discussion
For Foxhunt 2018, the first thing I worked on was the white and blue salt-desert look. I plopped down a few default cubes on a plane, spun up an emissive red su...
Huge 'Magic by the Kilowatt: Demo' Update on May 25th
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Tech Discussion
Hey all, this is Kari. Around a year ago, I released a demo for my magical girl visual novel 'Magic by the Kilowatt'. I threw together a bunch of anime doll ma...
Xochipilli's Trade – Random Temple Generation
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Tech Discussion
Xochipilli's Trade – Random Temple Generation Context Not unlike a lot of people, we did the Ludum Dare Jam 44 this past weekend, with theme “your life is c...
Rendering engine overhaul
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Tech Discussion
This change has been in the works for a while. The main benefit is twofold: Improved performance. About 30% more fps Elimination of jagged edge artifacts on par...
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Picky Doors
Tech Discussion
Picky Doors We designed a puzzle that revolves around one button that opens multiple doors. depending on the number of cubes in the button, different doors wi...
Basic Platform Movement Approach
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Tech Discussion
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...
New Version 2.0
Tech Discussion
Added a new palette MuddySand...
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An aseprite extension with GB like color palettes made by WildLeoKnight
Modding Biomes...
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Tech Discussion
I have, more or less, started working on implementing biome modability for the next version. Though I went on a long tangent at the beginning of the weekend tha...
Working on new game mode(s)
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Tech Discussion
Long time no see! So it's been a while since I've posted a new build. But I assure you, I haven't been sitting on my thumbs! So I'm gonna talk a bit about what...
Comfortable coordinated management
Tech Discussion
A team is more efficient than one person, because team members can help each other for the goal. And the information synchronization is the key for the cooperat...
Some news
Tech Discussion
Hi, I've been struggling with the game's code this last days and I must say that's a little mess in there. When I started to code this game, years ago, I didn't...
Things are going bad for Polar Moon...
Tech Discussion
Hello moon viewers, Now is a rather grim log. As I announced in a previous log, two of the three devs from Polar Moon have left, and I am now on my own, having...
Ready for Alpha?
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Tech Discussion
Oh, the woes of using a plug-in. I thought "hey, I'll use a save game plug-in, that'll save all sorts of time". No. So after the plugin (which promised compati...
Rendering on the Spectrum sucks
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Tech Discussion
The biggest problem for anyone writing games on the ZX Spectrum is not the CPU speed - the Z80 was actually pretty quick for the time - it is the total absence...
Everhood is getting bigger and bigger. Tips to handle big projects
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Tech Discussion
Intro Time for another devlog! As the title says, Everhood is getting bigger and bigger! We managed to add tons of new game content in a very little lapse of ti...
Almost Alpha!
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Tech Discussion
With only 1 more release to go before we have to be 'feature-complete' for Alpha, we are focused on getting those last items checked off. In this build for Wind...
Tech of Rift Core - Breakdowns
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Tech Discussion
Hey all! It's been a couple of weeks since we released Rift Core. In that time, I've been writing some tech-oriented blog posts about the visuals in the project...
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LVL Edit 0.4.5 coming soon!
Tech Discussion
LVL Edit has gained a new functionality. From now it is possible to insert animation, based on spritesheets. This is one of the new features of Clickteam Firefl...
Strategic AI: Threat evaluation, taking pathing into account
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Tech Discussion
Continuation of Strategy AI implementation. When AI evaluates threat, it will now consider how far a group can move, so that area directly within the reach of a...
Strategy AI: Threat evaluation
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Tech Discussion
Working on strategic AI. The idea is to create dynamic enemies that would move around the map and generally make players' lives a misery. To be able to do that...
procedural level generation using impossible spaces
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Tech Discussion
During the last few days, I decided to focus a bit on level generation. I wanted to try adding new variations for existing generators and clean up generation co...
First physical proofs
Tech Discussion
In order to be ready for the launch of the Kickstarter of Facing the Titan, I am leading several tasks at the same time: campaign planning, writing (and rewriti...
Linux Pre-Alpha 2, Android Pre-Alpha 5
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Tech Discussion
Work continues unabated. We've finally added the last really critical unit for the early stage of the game, the Airwell. For those of you who think we're making...
Sketch to final backgrounds
Tech Discussion
Background art in SalaryMan is made with Deluxepaint via Dosbox, with a touch up in Gimp afterwards. Here's a giffy of the progress from sketch to final for a f...
C++ implemented code 2
Tech Discussion
Hello, In this blog I will discuss what has been implemented. at the current stage of the game I have setup an inventory and items are being stored within certa...
C++ implemented code 1
Tech Discussion
Hello, When opening the project there is very basic use on rendering text to screen, with a clear set colour background. I have setup a basic menu where player...
Drawing random letters on a web page with blacksmith's ascii tongs.
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Tech Discussion
Drawing with a pair of tongs is not as easy as it looks. Today, I worked on a web user interface in color ascii. At the end I’ve got an ascii display system w...
Linux Pre-Alpha 1 away!
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Tech Discussion
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...
Camera rotation, lifebar and billboard
Tech Discussion
This week I added a control that rotates the camera around the selected unit. This was a feature I didn't think I would need as my plan was to lock the camera...
PUNCH - Devlog (Week 6)
Tech Discussion
Menus, Pickups & Particles! This weeks achievements: This week was the start of sprint 3. Last week we finished our vertical slice and the main problem we still...
1 file — 03.04.19
Temporal Objects and Temporal Object Accessories
Tech Discussion
The core of this game is about learning the routines of the world, who'll be where at exactly what point in time, given you've put the world in a particular sta...
Reworking the model import pipeline
Tech Discussion
Just a quick update. I've been working on getting new set of models into the game. Doing that I ran into a very common problem - models tend to have arbitrary...
First Android playable
Tech Discussion
Some of the issues when using an alpha engine are the stability and lack of documentation. However I am quite happy with the results I am getting with Armory3D...
The Post About the Dialog System
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Tech Discussion
The dialog system in Lepidoptera is one that feels a little too good to be true, using it as a programmer. It's been super easy to build content in it, and its...
Making my life easier
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Tech Discussion
So to make my life easier I've built into the game a dev mode to build objects for free and save them into a room. That is how you get the few 'locations' you s...
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Combat state visibility
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Tech Discussion
Over the past few days I have been working on improving visibility of "defense" state in combat. Here's what it will look like: The idea is to make it clearer...
PUNCH - Devlog (Week 5)
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Tech Discussion
Adding new features! This weeks achievements: During this week, we focussed on finishing the vertical slice of our game. Now 2-4 players can easily join the gam...
1 file — 27.03.19
Human shaders for Unity
Tech Discussion
I made this pack to aid my upcoming characters for Unity where I will be making the most out of these shaders not only for assets I make for games but also any...
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Web build added
Tech Discussion
Hello everyone!! Downloading games might be frustrating sometimes therefore we have added webGL version. Enjoy playing directly!! Make sure to comment!!! Tel...
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