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Game Tech Discussion Devlogs Page 6

A midnight in February in the year 2400
Tech Discussion
As I near final release, I was tidying up what happens when one of the quick minute-to-minute transition animations (fade or slide) crosses the boundary between...
Fitness Controller available for download on the Android Playstore :)
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Tech Discussion
I'm super proud to announce that the FitController is now officially ready to download at the Android Play Store (And soon also available at the Apple App Store...
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Flaws that you have revealed...
Tech Discussion
have been a great help! Hi, this is Corporate Entity, LLC and you have revealed flaws in the Theian Engine used to power Goblin.Life merely by visiting corporat...
The core of the Lancer Tactics engine.
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Tech Discussion
Burn it down, start again Step #1 of post-Kickstarter production was to start over in a new codebase. If we're going to be spending the next ~2-3 years on this...
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...
Full Release (A Note from the Dev!)
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Tech Discussion
Finally! finished this. This was 1 week late from the original release date but at least it feels good. I just hope people will like this. "Trapped inside your...
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​Tech behind ISLARIÖN
Tech Discussion
In this post I will review the technology used to develop Islariön and my thoughts about it . 1 - Tile intercommunication (WFC-ish) Every time the user places...
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...
Building the Bunker
Tech Discussion
Hey there! We thought today is a good day for something else. Lets talk tech. About the dungeon generation in Bunker Björn. Procgen a topic sought after by man...
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...
Change of engines
Tech Discussion
Hi there Fellow WotA Fans, Let me share in this post the engines I used in the past years. If I remember correctly, the first engine was Unity. It's a great eng...
Which level makes you die most?
Tech Discussion
It sounds like a maniac question... I might be one, as I love to see my little testers... die! Jokes aside, now that I getting an interesting audience of player...
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ProFishing Update 0.2.0 Is HERE!
Tech Discussion
Released Version 0.2.0 of ProFishing Which Includes The Following Updates: - Saving & Loading : You can now save and load your progress as you go through the P...
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#6 Let there be light!
Tech Discussion
Welcome to the sixth devlog of “Package Party”! Lighting is everything in 3D games. (I learned that the hard way, after years of asking myself: “why do my...
The Evil has been defeated - TMPro Glyph Weirdness Be-Gone!
Tech Discussion
UPDATE: textInfo.character count does NOT encode the visible glyph count - you have to manually count them using .isVisible on each textInfo.characterInfo[] ele...
Development Notes #4 | Technical Blind-Spots and What the Game Maker Profiler Doesn't Tell You
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Tech Discussion
Hello, this is Garrett Thompson, sole member of Act-Novel. In the last Development Notes entry , I wrote a bit at the end about a potential VRAM bottleneck disc...
Procedural cities
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Tech Discussion
The city mockup looked nice, but I needed infinite random cities. Let's try procedural generation! The mockup was created using actual Pico 8 8x8 sprites, so bu...
performance of a custom engine on a standalone vr headset
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Tech Discussion
When I started to work on Tea For God I had no idea that in a few years, there will be a standalone VR headset and what will be inside it. I decided to go with...
Progress Report: March
Tech Discussion
This is the first post of what I intend to make a monthly report near the end of or at the beginning of each month. It’ll give you some insight into what I’...
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#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...
Windows Build updated
Tech Discussion
UPDATE: Special build for windows has been released! Please download DCDOR_v1.1.zip or DCDOR_Chinese_v1.1.zip on Windows to have a try!...
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Behind The Scenes
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Tech Discussion
As I said on the game page, this game was a part of my tradition to make a game every December. However, I didn't entirely make it in one month. Here's a quick...
How to make VRM file from FBX/OBJ
Tech Discussion
1. Make sure your OBJ/FBX is rigged as humanoid, you can use mixamo to auto rig your model. 2. Follow the official VRM convert guild: https://vrm.dev/en/how_to_...
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...
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...
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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Case Files - App Lab Keys Sent Out!
Tech Discussion
All itch.io owners have been sent a key to their e-mail associated with the purchase on itch. So please check your email (and spam box just in case) that you us...
Postmortem, part2: The Tools and Pipeline
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...
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...
Hauntii's Style
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Tech Discussion
This game's current style almost all originated from this one sketch: Funny enough, this was just a 1 hour sketch I had done on procreate while toying with new...
Concept Cutscene
Tech Discussion
Since the last few updates have not been game content, I was working with something and decided to upload it so the community could enjoy it early. This is a co...
FINNALY THE BIGGEST UPDATE YET!!!!!
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Tech Discussion
(I'm reallly lazy btw) So Yep, after alll this time, a new update has come! Change List Mira HQ! YAAYY lmao All crewmates have random hats. The color white was...
Test Driven Indie Game Development
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Tech Discussion
It’s been now half a year since I first started working on Hypnagonia and slightly over a year since I’ve started the card game framework . As the features...
In-game model viewer
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Tech Discussion
Bad Pixels uses a custom rendering engine, so it is a bit tricky to see models working how they should without running the game. Then I have move around the lev...
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...
performance
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Tech Discussion
Since I implemented support for OpenXR, the performance of the game went down. Enough to be noticable. I decided not to investigate it immediately as I knew tha...
The Anything Gallery has finally been fixed!
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Tech Discussion
Hello everyone! I'm sorry this took so long - but after finishing The Heilwald Loophole I finally took some time to fix this game. Turns out it was way simpler...
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Workflow
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Tech Discussion
Hello! We ended up reworking a decent amount of our workflow. When we started this specific project, we weren't aiming to create a complete game with it at firs...
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...
0.2.0 Dev Thoughts
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Tech Discussion
Hey. We just dropped the first major content update for Love Exalt 8372! With TWO new beefy scenes, a new minigame, scene selection menu, script import system...
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Performance Fixes
Tech Discussion
First of all, I'd like to thank all of the great response we've had to our Global Game Jam game "Fairy Lost" as far as the graphics go! We're really excited tha...
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Walk, jump, climb and punch!
Tech Discussion
With buildings that can be destroyed we need someone to actually destroy them, right? Character's prototype code was heavily refactored to allow the Ape -our on...
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...
Bug Report
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Tech Discussion
Feel free to report here anything which might be a bug or just feel wrong. You can also join the Discord server of the game here: https://discord.gg/dJG9KHVhCn...
#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...
Level Editor Update
Tech Discussion
Level Editor now supports larger maps With DUGA being hardware accelerated, it makes sense to create some bigger custom maps. This is now possible to do in the...
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Tiny Technicalities: What's in an Action?
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Tech Discussion
Hi everyone! I’m Ell, the creator and lead developer of Tiny Life, and this is a new sort of series of devlogs that we’re starting. We’re calling it Tiny...
Added zoom options to better support 2K, 3K and 4K resolutions
Tech Discussion
Added 2x zoom option for high resolution screens. New options are: A - automatic zoom when vertical pixels > 1300 x2 - always x2 zoom (forcing x2 on low res sc...
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