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Tech Discussion Devlogs Page 12

Schildmaid MX's rendering and VFX setup
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Tech Discussion
Schildmaid MX's visual goal is to use retro-style sprites in a modern environment, enriching pixel art (for purists: I'm talking mostly about pixel art created...
An Overview of the Cave Engine!
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Tech Discussion
Hi everyone! ! It's been a while since the last update, but here it is with a bunch of exciting news for you all about the Cave game engine! Hope y'all enjoy it...
Update 1.2
Tech Discussion
Хэллоуин здесь так вот обновление Хэллоуина 1.2...
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Peek into the new engine
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Tech Discussion
Demonizer’s engine is getting an overhaul for the next update, version 1.5, which I’ve been working on since July (along with client work to fund myself). F...
Demo updated to include Russian; Linux version up
Tech Discussion
We updated Twice Reborn's demo file to now include Russian interface and subtitles. Also, we ported the demo to Linux!...
Devlog #15. Integration
Tech Discussion
In our diaries we usually write about individual mechanics or level variations. But the funniest (or the craziest) part here is to integrate everything into a c...
Second character layer on C64
Tech Discussion
An extra character layer added to the video hardware connected to a Commodore 64. This new layer uses ICs soldered to the board with their own decoupling capaci...
Lightweight Builds
Tech Discussion
I've always been very aware of the lower-end hardware users who play my projects. I try to benchmark all my projects to work on the slowest and widest range of...
DD_2 (tilemap from prince dimension)
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Tech Discussion
DD_2 also Tilemap from prince dimension Hello everyone ! Some development updates from Filip this time. As most of you probably noticed Black Resin is heavily i...
Finally so free!
Tech Discussion
Well, bad news: it already took some massive while, and the build will still take some more (not as much as it already took tho). Yet: yeah, yeah, see ya, tunne...
Days Dark High Refresh Rate Monitor Update
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Tech Discussion
Updated Days Dark with high refresher rate monitor support. Now the game is fixed at 60FPS, apparently when you transform, collide, mess with the camera at all...
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New UPDATE in the area
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Tech Discussion
Hello everybody! its been a long run and I'd like to announce you some few updates. A major and more noticeable one is the optimization process that I've been a...
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Devlog #14. Work with sound
Tech Discussion
You may already have noticed from the previous notes on the development of the game how the sound changes with the onset of night or with the approach of danger...
Required tools for "Where Is Here?"
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Tech Discussion
Hey guys!! Here I will share the tools I used for "Where Is Here?" game. Topics: 1) Unity3D (with link) 2) Playmaker (with link) 3) Audacity (with link) 4) Conv...
Uncaught TypeError fixed?
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Tech Discussion
This past month has been a quite frustrating one. I have never play tested a game as many times with as many people, as I have this game. I was sure it was read...
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Oscilloscope rendering plugin for Unity available now
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Tech Discussion
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...
Required tools for "Where Is Here: New Home"
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Tech Discussion
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...
On Format
Tech Discussion
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 Emulator
Tech Discussion
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...
#3 Extra bits
Tech Discussion
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...
#1 What Are L-Systems and How Do They Work?
Tech Discussion
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...
Tut-Tut for Commodore PET
Tech Discussion
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...
new updates
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Tech Discussion
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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Let's talk about complex systems
Tech Discussion
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...
Filler post: creating a crafty custom camera
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Tech Discussion
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...
Postmortem, part 1: the Engine
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Tech Discussion
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...
Fish Fight Netcode Explained (part 1)
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Tech Discussion
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...
Grapplin' with Graphics
Tech Discussion
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...
Computing Narratives from Player Actions
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Tech Discussion
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...
Pixel Wheels log exporter
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Tech Discussion
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...
Normal Maps
Tech Discussion
Brace yourselves - NormalMaps are coming...
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Animation Tool for converting 3D models with animations to 2D sprite frames.
Create 5:00AM bgm
Tech Discussion
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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Axe debugging and general clean-up - Beta prep
Tech Discussion
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 #...
Peter The Giraffe: Making of
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Tech Discussion
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...
Added Portuguese language (only for menu and some descriptions).
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Tech Discussion
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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Entity Component System, rollback netcode
Tech Discussion
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...
HowTo: Painless Translations in Godot
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Tech Discussion
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...
Release 3, and cleanup variants with Krita
Tech Discussion
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...
Engine Switch Rant
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Tech Discussion
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...
Updates
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Tech Discussion
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...
Devlog #9. Hands
Tech Discussion
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...
Early version of Space Battle Sandbox
Tech Discussion
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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8/15/2021 - Behind the Curtains of Combat Counters
Tech Discussion
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...
Could use some help with bug 119
Tech Discussion
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...
Devlog #10 - Itch.io and Saves
Tech Discussion
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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The Making Of: Tiny Planet Pack
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Tech Discussion
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...
8/8/2021 Devlog - Grabbed by the Oozies
Tech Discussion
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...
How does the map generator work?
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Tech Discussion
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...
Optimization
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Tech Discussion
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...
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