Game Tech Discussion Devlogs From Those You Follow
The current prestige system uses a single requirement (1000m depth + 50 crystals), which: Becomes repetitive after multiple prestiges Doesn't scale with player...
It took me a couple of tries to get it working and tested, but overall I’m happy with it so far. I’m planning to add around seven more achievements in the f...
🌴 Enjoy the latest installment of the series, which explains how the sprite scaling code works. I've also released the sprite scaling source code, so you can...
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Hello all! Welcome once again to a progress update, to players both old and new, veterans and newcomers alike! First of all thank you to everyone who has made t...
Fixed a major Prestige Depth Infinity bug that broke late-game progression. Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier. Added a...
Block Rewards Reduced: Crystals: 1.0 → 0.5 (50% reduction) Ore/Blocks: 2.0 → 1.2 (40% reduction) Uranium: 0.5 → 0.3 (40% reduction) Dark Matter: 0.2 →...
CRITICAL FIX: Windows DirectX 12 Crash Resolved FIXED : Game now forces Vulkan backend on all platforms to avoid DirectX 12 push constant bug FIXED : Eliminated...
I tested on a widescreen configuration, and that led to UI elements being cut off for some players. Sorry about that fixes and improvements are in progress Mart...
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In my unending quest to port Six/Six to all major platforms, I’ve finally decided to tackle the next major computing system. The game was originally developed...
As I’ve previously mentioned, I’m working on overhauling NRender to make it ready for my next game. This includes cleaning things up and streamlining APIs...
Hello. It's October now, and things have been pretty quiet here for the past three months. I'm going to try and put out these progress reports more frequently...
Pyrrho of Ellis probably had more broken bones than any other Greek philosopher. At the beginning of June I had a tragic yet Clouseauesque walking accident whic...
(en Francais a la fin) English The version on the game currently available for download is a native Windows application. It has been validated as running just f...
The second chapter is finally here! How I ported OutRun from the Arcade to the Amiga. And why even 256 colours weren't enough...
I pushed a version v0.4b today in response to the Unity security notice I got earlier this morning. Unfortunately, that’s the only change made in this new ver...
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Fixed Unity Security Vulnerability as discussed in my video covering the vulnerability ( ). For Windows and Mac!...
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For asteroid generation, I’m using a pretty simple but flexible system. It all starts with a 32×32 image. Each pixel in that image acts as a blueprint: the c...
Today, we reveal a small secret: The characters have layers (literally). We are not talking about the ordinary layers artists usually have to render more easily...
It seems we broke 500 downloads! Very awesome! I'm not sure what a runaway successful metric for a Commodore 64 game is, but this is certainly the most download...
The game is now available in Early Access. About the Game: Storm in Sequence is a surreal simulation-adventure set inside a person’s mind. You will journey th...
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- Usage of VSCode extensions for Ruby Scripting and RGSS3 editor made code reviews and tests faster, while allowing a more, well-functioning IDE for programming...
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I received a lot of positive feedback from the last update and I’m nearly finished with the fixes and improvements. I’ve also refreshed several icons and re...
Hello again, how are you? It's been a couple of weeks since my last post, and I wanted to talk a little bit about my process for producing a 'shot', seeing as t...
Four of the tab titles were not translated since they were hard coded. I decided now to finally fix it and use only icons! Release soon of the new update i need...
For the curious and the hardcore, I’m launching a brand-new video series that dives deep into the legendary OutRun arcade hardware -unpacking how it worked an...
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As I’ve previously discussed, Apus runs on NRender, my custom multimedia middleware. NRender has been designed first and foremost for the Playstation 1. It’...
Hello everyone! Today is September 1st, and that means that I will be studying from now, so I won't be able to give the game attention I gave it at summer, sorr...
The online world of GbBBS is based on the real 1990's Bulletin Board System world. In those days if you had a 300 baud modem, your connection could load about...
Hi, hi! It's Monarch again. These are my thoughts on Evening Render as of now. First of all, thanks a lot to Rieux for taking time out of his week to draw the a...
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Making a game for Gameboy Color that is also backwards compatible to the DMG is quite a challenge. There are a few small things that Gameboy Color can do that t...
In the next update, I’m shipping lots of fixes and improvements, moving asset loading to a proper resource manager, and correcting several translation errors...
Sorry, I forgot to bundle the assets into the executable. A fix is coming tomorrow! I only noticed it when I tried using a tool to shrink the executable. Take c...
I originally hardcoded the English text, which made localization a pain (bad planning on my part). I’ve since switched over to rust-i18n 1.2.2 and localizatio...
23/67 sound effects completed; implementation still pending. I’ll likely trim a few for scope after testing. Better planning needed next cycle ETA: 1–2 days...
This is one of my first games with Rust and Bevy. The core gameplay came together well, but the web build got tricky after I added autosave—my WASM build brok...
Please take a few minutes to give us your feedback on this poll: https://forum.longplay.games/t/big-feedback-poll-alpha-1/370 Thank you so much for your interes...
I'm told that save and load is giving an error, but that the save and load features actually still work despite the error. I am looking into this. No work aroun...
Zeros now (sort of) fly in formation. I still need to improve formation flying. I have stopped development of the web version. I am not knowledgable about the i...
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To keep Omeganaut as lightweight as possible, and especially to be able to modulate audio tracks in real time in the game, I chose SunVox . It’s an ultra-opti...
Osteoclasis : A surgical procedure where a bone is intentionally broken to correct a deformity. I'm happy to see you guys are enjoying the demo. As of writing t...
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Early last year I ported this project from LibGDX to Godot and I wanted to write a little blog post to outline the technical challenges it involved, so I can re...
After the AI, it's time to test the player's shooting skills ! Here's the visual debugging setup to test your skill and accuracy as you play Fighty Driver! Try...
After testing the enemy AI's hunting capabilities, let's refine its ability to detect and shoot the player! Here's the visual debug setup for shooting with an a...
Who cares how we test AI enemies hunting the player? This video shows the visual debugging setup we use for autonomous vehicles in Fighty Driver. This makes it...
I'm back in the (GB) studio! After a needed break and time to pursue different hobbies and navigating some big ups and downs in life, as well as various design...
(Unimportant) Background When you want to make a visual novel, you’ll go for Ren’Py. When you want to make an interactive adventure, you’ll build it from...
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After a long hiatus, I'm thrilled to announce that DeerPortal is back! The Almighty Deer God has blessed me with a surge of energy and inspiration in 2025. Duri...
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Hello! Recently I've been busy working on procedural generation for levels, which is something I didn't originally plan for but started to look more attainable...
Howdy, Brunn here. Here at team green I work primarily as the sound designer and composer, but I'm also the level designer for the War of the Worlds project! To...
Yo, back again with another update. Quick shout out to everyone who has shared feedback in the Discord so far, the latest demo should address all the bugs you'v...
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