Tech Discussion Devlogs Page 12
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...
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...
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...
We updated Twice Reborn's demo file to now include Russian interface and subtitles. Also, we ported the demo to Linux!...
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...
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...
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 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...
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...
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...
2 files
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...
1 file
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...
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...
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...
3 files
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...
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...
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...
2 files
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...
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...
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...
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...
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...
1 file
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...
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...
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...
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...
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...
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...
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...
Brace yourselves - NormalMaps are coming...
3 files
Animation Tool for converting 3D models with animations to 2D sprite frames.
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...
4 files
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 #...
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...
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...
5 files
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...
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...
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...
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...
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...
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...
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...
2 files
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...
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...
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...
1 file
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...
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...
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...
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...
Loading more posts...