Game Tech Discussion Devlogs Page 12
Follow updates on my Substack: https://melodicambient.substack.com/ In Devlog 1, I mentioned the Autocuber. When it comes to making games in small teams, it's a...
I have decided to write Q & A devlog, because there are a lot of questions that I could answer. Q : Will you update project on same page? Or you are going to up...
The first week, the game was updated to the latest pre-release of the PursuedPyBear engine the game is built on top of. Its good to keep on top of changes to th...
In this development update I've moved on to doing some of the non in-game scenes such as the Winners Circle and Prepare to Race...
Due to some minor issues, in the couple spawning code. We have currently taken the game download down. We have a new build ready to be uploaded the second we ar...
Horde Pathfinding in Constant Time Overview - The objective of this technique is to use a pathfinding algorithm to calculate the path of n number of entities i...
Hi, it's Saitoki. In this devlog post I would like to explain how this game was made. As stated in first devlog, this game was made as an experiment for develo...
This first week of working on my next small game, Last Stand of the Mushrooms, was pretty productive for a first-week. I'm still experimenting with Python game...
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back! Today we will talk on how we work we external asset packs for Noise Hunters! As a group of studen...
Gravity, it's the reason things fall down. I've been fascinated with gravity working on a spherical planet for a long, long time. The culmination is how it is...
Some of the issues when using an alpha engine are the stability and lack of documentation. However I am quite happy with the results I am getting with Armory3D...
I got a couple questions about how I did the lighting for Space Jelly so I've created a minimal sample Godot project that implements the core algorithm in about...
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Some progress on a game I'm developing for the Jammin game jam ( https://itch.io/jam/jammin-2019 ). The theme of the jam is Growth . My goal was to come up wit...
Hello there! It's been a while since I haven't written anything about game development. Let's fix it! After the semi-cancellation of my last project, I moved on...
Full disclaimer, I am not a well seasoned composer, but these were fun little loop able tunes I made on a site called BeepBox. To talk a little bit about BeepBo...
Development on Ewe Woz 'Ere started at the end of January 2020, just after the competition was announced. The initial prototype came together fairly quickly. At...
Finally, the work of replacing GTK library with Tk comes to the end. Last things which were to do are done: finished debug UI and the UI themes system. Also I s...
I made "TinyWar high-speed" with only the basic functions of HTML5 and JavaScript. I often build games with basic functions in some programming languages. "Tiny...
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I have added a linux version for the game !!!!!! I have also tweaked cyans movement as well as some of the camera scrolling speeds...
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This week I added a control that rotates the camera around the selected unit. This was a feature I didn't think I would need as my plan was to lock the camera...
My hope for Nectar of the Gods is that it's a dynamic, competitive and fun head to head multiplayer experience both locally and online. But that doesn’t mean...
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Recently I was released first Demo of A.R.M! https://nevertheless-studio.itch.io/arm-for-saving Thankfully, Some of the players said the game is fun. an...
Working through some mobile physics bugs without breaking the desktop version has been an interesting challenge. We're also starting to clean up some of our 4k...
For version 4.0 on TPDS, I will feature someone in the community as a easter-egg/character. In order to join, go to the discord server "Toilet Paper Gang" ( ht...
Hello! I want to talk about how I put an item on the screen to collect, if I had more time or I could make the game longer, there will be more items to collect...
I set out with the main goal of designing virtual cockpit controls with the functionality of a HOTAS but using 6dof motion controls, similar to games like Ultra...
Olá outra vez! Hoje estamos aqui reunidos para falar sobre o leap motion! Um leap motion é um pequeno sensor que utiliza pequenas câmaras e infravermelhos pa...
Right now, I am moving the Wink codebase from GM4Mac (which relies on GameMaker 7 features) to Gamemaker Studio 2, three whole versions and many years newer. It...
I've written an article on Medium about using CastleDB and Python to do codegen from a static database in C++ in _space_train, please check it out! https://medi...
Hello there, good people of the itch! Today, lets talk about the single-most important thing in the game: The mirror. Perhaps you’ve gathered by now that it s...
Sci Fi FPS v1.3 update Endless war fighting...
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sci-fi
Floating combat text is a bit of an art-form, I think. I added a couple of features to it to make it look better. - text gets a random offset within a small are...
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As some of you are hopefully aware, I am the main (and at the time of writing only) developer of the Tsukundere engine, which at the time of writing only I use...
(This is a long post - tldr: I've been making a game...) I have been developing Labyring for just over 30 days now, here is a synopsis of what has happend durin...
If you had the chance to play The Alchemist, you probably saw the grayscaling effect applied when you pause the game, this is done at pixel level and is achieve...
Compared to old projects of mine, I really want to focus on making Spellbound technically sound. There's a saying in software development that you should always...
External Testing: If you have tested the Beta, please feel free to fill out our QA Survey. https://forms.gle/7vtU79cmvEdRMYoo6...
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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...
Before I start to talk about my experience with butler, there is a small change in the game: - hostile platforms were visually reworked to be more obvious to ev...
Wink has been undergoing a lot of changes with our upgrade from Gamemaker 7 for Mac to Gamemaker Studio 2. With that' I've had to change quite a bit of underlyi...
v0.1 (November 24, 2020) This is the first release. It's an experimental game for my learning purposes, but I hope there are a lot of people playing it. List of...
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This is the fifth post in a series of posts about how the time manipulation mechanics were implemented in Worldline. For the first four, click on any of these...
I can't believe I never made a small devlog about this. I know I sorta talked about it or explained it before but yeah I still think what I did here was real go...
Pre-Alpha 2 We've hit our goal of reaching a second distributed pre-alpha on time. This time we have new assets, improved mechanics, a new menus system, and mor...
Menus Spending a lot of time building up menus and trying to get a how to play screen together. This has led to a particularly weak spot in the code and thats w...
Howdy! Today, I’m releasing the tools that I have written to make Ren’Py distribution for the Mac a bit easier. This package, renpy-distribute-tools , is an...
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