Game Tech Discussion Devlogs Page 6
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...
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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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...
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...
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...
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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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...
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...
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...
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...
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...
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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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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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...
UPDATE: textInfo.character count does NOT encode the visible glyph count - you have to manually count them using .isVisible on each textInfo.characterInfo[] ele...
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...
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...
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...
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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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...
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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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...
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_...
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...
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...
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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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...
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...
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...
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...
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...
(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...
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...
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...
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...
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...
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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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...
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...
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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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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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...
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...
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...
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 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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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 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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