Game Tech Discussion Devlogs Page 11
In this devlog video I discuss the technical details on porting Super Sprint from the Arcade coin-op to the Commodore Amiga. I discuss how the cars move and ho...
For the past two weeks, we have been working almost entirely on our in-game level editor. Our game is comprised of obstacles with timed explosions that the play...
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What's new this week? Translations system is done. 🇬🇧🇫🇷🇪🇸 Baby Dino Adventures will be available in English , French , and Spanish at first...
So last time I was working on Morpheus (now almost 3 months ago 😞 I rewrote the canvas renderer to render all scenes in a single canvas rather that one scene...
Before I started writing Castle Escape (towards the end of 2020), I was surfing the web looking for a 'C' compiler for Z80 based systems and stumbled across Z...
Unity Animator have a very neat trick. You can define parameters and use them to define conditions for transitions. No need to write custom function for each t...
This is the 4th is a 6 part write-up I've been doing about Worldline's time manipulation mechanics. You can find the first three here: Pause Slow Rewind Fast-fo...
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...
Idle Orbs: Tycoon is another addition to the "Idle Orbs Franchise" that I'm building up. It's not much for gameplay, just a nice little project to test out an E...
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We wanted to give you the behind the scenes of how our levels are built. Today we will show you have post processing improves the look and quality of Buluk. Her...
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...
I put together a time-lapse of the milestones in developing my game. Approximately 85 hours of dev in 2 minutes! Enjoy. Do me a favor, subscribe to my youTube c...
This week I've been able to focus on the sheet system, that allows the game to generate harmonies that progress with the song. Let's dissect it step by step. Th...
This is a post for developers, project managers, and Synthnostate fans following my progress. Tracking and organizing tasks, sprints, and feature wishlists is a...
You can read about how we developed this game jam on ShooterTutorial.com...
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After working on and off on Hive P v. S for the last few years it is finally finished. The project might not be that exiting, but it has been a nice experience...
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Feeling the crunch, but making some really great progress in spite of this (or perhaps because of?!). Since last time: Added new hex type: survivor camp Impleme...
I made this game during Weekly game jam 78. It is a platformer game where you can make certain platforms big to progress further in level. The game is not optim...
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V1.1 Ajout support manette de jeu. Le deuxième joueur peut rejoindre la partie en cours en appuyant sur Start. Correction de bug : La vie ne revient pas à ...
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Now that I feel the UI is at a solid point, I've moved back over to what I've been sketched out the most by: the netplay conversion of the game I created last y...
The Genesis graphics were organized in two plans plus sprites. The most common way of drawing things in a platformer was to use the background plan for some bac...
Work In progress : 1. Type writer system on chatbox (Done) 2. Inventory system 3. Lantern on/off Future progress update : 1 Health bar 2. Save system 3. Map 2 (...
Sound design is perhaps the most underappreciated aspect of video games. Is that an overstatement? Possibly, but let’s talk a little bit about it. Sound effec...
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...
Now in Sandoria there will be INFINITE WORLD!* Just recently, in a separate project, I tried to create an endless procedural generation of the world, which I su...
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...
Last month I decided to work on ncJump , a project with a new engine: nCine , an open-source C++ framework for 2D games developed by @encelo . Some time ago, a...
As you likely know, I made the suicidal decision to make a game based off of a pattern recognition algorithm for the 48 hour Ludum Dare Compo. I'd never attempt...
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Hi! The following is a more technical discussion of the release notes for v1.04 of The Swarm, seen here . Weapon Penetration I've modeled a semi-realistic weapo...
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The download link is finally up and running, I hope everyone will enjoy the demo of this game set to be released 2020!...
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This post is a catalog of all the art produced to make this game, with links to their ArtStation pages which includes way more art! I plan on doing additional p...
Introduction If you've seen my Twitter recently ( Right 'ere ), you might've seen I've been working on Jefftastic 's Pizza Delivery 2, a sequel to a game I keep...
Some Tools/Assets Used All of them are public! Feel free to try them out. Art Aseprite: https://www.aseprite.org/ Code Audio and Fade Manager: https://www.epi...
I have to say, I'm largely impressed with Apple' s M1 chips. I thought that various portions of this transition would be more sloppy than executed, but Apple ha...
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...
I'll fix my ugly character models, if I learn how to, and if I must, I guess. I put a lot of work into getting Dawn right. She needed darker skin. She needed to...
Hey again! So, I decided to talk a little about the "soldier" AI that I wrote for this game. It's still a work-in-progress and I'm still polishing up the animat...
The game is Updated! Some bug is fixed Stairs bug when you sprint you stuck is fixed Notes are in the walls now Monster random disappears fixed...
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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...
Here is a brief rundown of some of the techniques and functions I used in building out the behind the scenes feature. There is dramatic room for improvement, bu...
As some of you knows, Elysium has been suffering from a problem for quite a while now, that made it impossible to attack IG a close enemy. To give a quick expla...
Or "yes, it supports mods" The October 2020 demo (corresponding with CommonCore 2.0.0 Preview 16) adds one big feature that I’ve wanted since the beginning an...
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The landscape was really a technical challenge as we had to familiarize with a lot of unreal tech : landscape splines, virtual textures, how to import an extern...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will see how we chose 3D models in online retailers! As we mentioned in a previous post...
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