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Game Tech Discussion Devlogs

Finallly working on PJSF again.
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Tech Discussion
So that post about more frequent updates was a lie, wasn't it? That wasn't actually my intention at the time of writing it, but life circumstances have changed...
10,000,000 Ticks in a Second
Tech Discussion
Measuring Quick Draws with Precision: How We Use Ticks in Town of Water to Time the Ultimate Showdown In the wild west, timing is everything – and in Town of...
Beta Version Released
Tech Discussion
Beta Release of Town of Water: A High-Stakes Western Showdown Get ready to draw! We’re excited to announce the beta release of Town of Water , a fast-paced, w...
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v 2.0 White Paper
Tech Discussion
An 8 Bit Retro Action Adventure Game where You Are A Fourth Worlder. Survive!!!!
Performance Tips:
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Tech Discussion
I'm aware that there's been performance issues for some players with older hardware. I'm looking into solutions for these, but in the meantime here's a few tips...
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Batty Zabella 2 Pixel Art Workflow
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Tech Discussion
Now that the Batty Zabella 2 demo has been released, I put together a video showcasing some of the techniques/software I used to achieve the backdrops seen in g...
C# Game Engine
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Tech Discussion
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Kf25 { public class Bridge { publi...
Leshy Prelude - Unity + Teamcity + Perforce CI/CD
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Tech Discussion
Note to followers of this project: This is not an update to the game. I've still been working on the aforementioned story updates along with the various pieces...
Notes on making a Linux build
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Tech Discussion
For years it's been a popular question to ask me whenever I released something new: if there will be a Linux build. Since I'm working with Unreal (for the last...
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I'M CARRYING TOO MANY DEER! - PSX Unity Storage Optimization
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Tech Discussion
Storage Optimization So after going over all the New User Experience problems ( Navigation , A FUN easy mode , and Improved Tutorials ) I was able to take a ste...
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Developing the Genesis/Megadrive port
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Tech Discussion
Decades ago, my parents bought me a Sega Genesis model 1. It was love at first sight with the fast and smooth arcade action of Sonic, Shinobi, Thunder Force, Al...
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Should I add endless mode to Kiosk?
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Tech Discussion
A lot of people like the cooking part of Kiosk more than anything else so I was thinking to make endless mode for steam version . What do you guys think? If you...
Terrain
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Tech Discussion
One of the questions in any Unity game is how do you go about making a terrain. There is a terrain engine built-in, however it is notoriously "one-size-fits-all...
Shadow prototype free for a while
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Tech Discussion
The prototype “Shadow” I made in 2020 is available for free for a while. It demonstrates two things: high frame rates (30Hz to 300Hz) flashing alternate dit...
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"Tech Discussion" - Gravity Hybrid DMX Lighting
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Tech Discussion
FR: Salut les rockeurs ! Voilà quelques petites captures d'écran / vidéo de moi qui montre l'éclairage du gravity building ! (J'étais en train de travaille...
Robot Talk Pretty One Day
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Tech Discussion
Greetings lovelies! First off, we are overflowing with gratitude to everyone who has checked out ‘Love & Country’! It was terrifying to put something we pou...
Blockbench + Construct 3
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Tech Discussion
Instead of using the default 3D objects of Construct 3, I tried to make the models in Blockbench and use Mikal's 3D plugin for C3. This workflow is much more fu...
Compiling Godot 4.2.2 for large world sizes
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Tech Discussion
Brief technical discussion and video today about migrating Godot 4.2.2 to double in order to accomodate huge map sizes, such as you find in space games. Writeup...
More Music: How it Works and the Biggest Mistake I Made
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Tech Discussion
Welcome to our second devlog about the music of Love & Country ! This is Guhuhu’s in-house composer Zachary Pinkham. Last time, we talked about the aesthetic...
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Oh my god Android...
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Tech Discussion
After some reports, we found out that the Android version is broken and needs to be retired (for now)...
#2 Devlog - Concepts, concepts, CONCEPTS!!!
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Tech Discussion
Heyo! I’m Tyler, I've been very excited to work with everyone at Speldosa and bring my 5+ years of game graphics design experience to good use. Project Shorel...
Infinimoes Transition Effects
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Tech Discussion
When I was posting some gifs during development, some people were curious about how I achieved some of the effects in pico8. In this post, I'll be going over so...
Variables and maxing them out
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Tech Discussion
Choosing to make a game on the Gameboy is about limitations. You’re faced with them at every turn and your game gets shaped by them. Want an extra frame in yo...
Modern cryptography on the NES
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Tech Discussion
Super Tilt Bro. is an online game. You can even make an account to be placed on the official ranking, to do that you simply enter your login/password and... the...
Switching to 3d models
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Tech Discussion
Not yet ready for a new release but pivoting to 3d models is a go. Runs solid at 30FPS on the Playdate! Got a simple Blender to C workflow, easy to add new mode...
Next steps before the patch
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Tech Discussion
The next patch is coming, but there is a HUGE pile of work on my plate before I can deliver it, so I'll be dark for a little while. I need to: * Upgrade to the...
#1 Devlog | 3D environments
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Tech Discussion
Hello fellow cleaners, hope you’re having fun playing Project Shoreline! I’m here to talk a little about 3D graphics, particularly for the environment – b...
Lighting part 2 - shadows
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Tech Discussion
Should shadows should be part of the Bad Pixels look? Old 3D games seemed like they didn't use shadows. If you look a little closer, it seems that most games di...
Vexed for Atari 5200
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Tech Discussion
When I released the Atari 5200 version of Vexed, it worked fine on the two emulators I was using: Atari800 and Mame. I don't have actual hardware for these syst...
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Designing Enemies | Project Feline Devlog
Tech Discussion
Introducing new enemy designs for Project Feline! These precision-made police drones hunt in a pack searching all corners of the world for Gabi, the cat-girl fu...
add new sound
Tech Discussion
We added a new sound system to make the cars sound with horns smoother for our players...
Music and atmosphere
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Tech Discussion
[FR] Hello à toutes et à tous ! (english below) Ça fait un peu de temps, mais c’est le moment pour un nouveau devlog ! Aujourd’hui on va voir comment le...
v0.7.0-dev and future upgrades
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Tech Discussion
I present a new version in development of The Zero Day . It is only a testing and development version, not much can be done. Although I am planning to add sever...
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give us a new idea to add to our game
Tech Discussion
Hello guys , since we are developing our game SERK. we have multiple ideas in our mind to add to our game , we would like to hear from you guys what do you thin...
Did anyone play on MacOS?
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Tech Discussion
Quick question, but I'm trying to do some MacOS bugfixing. Has anyone tried to play the game on MacOS that wasn't using MacOS Monterey? I've gotten a couple rep...
Audio breakdown
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Tech Discussion
This is an overview of the audio tech and design for UDLR_Modify. SOUND TECH The basis for the sound tech in this game is a single node with the audio handler s...
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Making a toolkit for a game engine (technical)
Tech Discussion
If you are a developer, you have probably felt this at least once: "Holy frick! I'm a programming god!" This feeling usually comes when either A) You have spent...
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magic dino platformer competition
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Tech Discussion
competition come up with new enemies, levels, compose music for the game or draw textures. For everything you send, if used, you will receive a reward, email: f...
Played Rotten Flesh? Show us your video!
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Tech Discussion
Have you played Rotten Flesh? Then what are you waiting for, post your video in the comments! I love seeing your videos, feedback, criticism and reaction! Here...
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Lighting & the cutting room floor
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Tech Discussion
A lot of my effort lands on the cutting room floor. Have you ever watched videos of a certain game, and thought "how did they do that?". This kind of research o...
Tires at Rest - A Deceptive Solution
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Tech Discussion
I promised a couple individuals I'd share a trick for smoothing out solving the equations for a stopped tire, long overdue. 🙏 If you're reading this after th...
Why and how we used AI generative tools
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Tech Discussion
How the game happened We started developing The Nameless City 3 years ago. The core idea of the game was a PSX horror aesthetic inspired by Lovecraft’s short...
Week 2
Tech Discussion
Hey sorry for the late update. So we at ultimate studios have some good news and bad news. So the good news is that we have made some characters and tiles for o...
Add bug reports here
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Tech Discussion
Been working hard on squashing bugs, but wanted to have a place you can also report anything you may run into so I can make sure it all gets fixed asap!!...
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Fix for the white screen shader problem is now on every platform!
Tech Discussion
Hello everyone, Liminal Memory has brought a lot of attention and downloads without any particular source. I've already posted Windows version of the game witho...
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Lore Based Quest System: Adventures in Procedural Narration
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Tech Discussion
I have completed the refactored procedural quest system for GearHead Caramel. Some of you might remember that this is the big thing I've been working on for mos...
First Release On 28 Dec 2023
Tech Discussion
The first release of the game, enjoy it. Any feedback or offer: tttriet1997@gmail.com...
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Spotlight on conversation and map systems
Tech Discussion
Hi all! As part of campaigning for votes for the Playdate Community Awards 2023, I was asked if I'd ever done a write-up for the conversation and map features f...
Journey to Demi Daggers
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Tech Discussion
Demi Daggers was born out of multiple ‘dead ends’: too ambitious Quake engine to really fit Pico8 constraints aborted 3d platforming game using a voxel worl...
Tavern Talk characters are several sprites in a trenchcoat
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Tech Discussion
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...
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