Game Tech Discussion Devlogs Page 9
With cities being created procedurally, the last step in this bunch of tests was tearing them down. I made buildings receive random hits just for testing. After...
So, I finally have some spare time to write about what's going on with the game. Well, actually, this post is a little outdated, since I've already implemented...
A few months ago, around the 20th of September or so, I finally decided that I would start on a pinball simulation. This is an idea I've been probing for at lea...
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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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Proudly Presenting: Hex Tactics Overview This devlog is about Hex Tactics , a turn-based mech tactics game developed over 5 weeks in four distinct phases. The l...
This post was originally written in April 2018. At the time the game was still called Hook, Line and Thinker There are 6 main screens in Hook: the title screen...
Little discaimer: Before you start reading, this article is something in between technical and game design, as "game design drives technical decisions". This we...
This Devlog is part 1 of a 2-part log explaining some of the methods ZX Spectrum game writers can use to create smooth sprite movement. Part 1 focuses on the vi...
The soundtracker shaders are almost done! Bonjour, je suis Raphaël PANICO, le "Technical Artist" de ce projet, et je fais ce post pour vous montrer le shader d...
A tool that will let you import images, songs and backgrounds to folders that are shareable by multiple charts that you'll be able to create. Basically I'm tryi...
This post was originally written in August 2018. At the time the game was still called Hook, Line and Thinker I have just finished the very long and very painfu...
Munchkin was released in 1981 for the Magnavox Odyssey 2(a.k.a Philips Videopac G7000) console, and was a very popular clone of Pac-Man. There are a couple of f...
During Lily Lander’s development, I experienced a lot of trouble with macro assemblers. As a first project on the C64, it took me a while to find what worked...
Anyone looking at this project will surely notice a lack of video previews. Well, the primary reason is that the GeForce in my Asus Strix ROG laptop burnt out...
UPDATE: This article about an experimental rendering process is also up on IndieDB... https://www.indiedb.com/company/michael-klaus-schmidt/features/how-is-this...
A quick video devlog which catalogues the problems I had to solve to develop my entry to TO Jam 2022; *Stab Several Skeletons*. I'll show how I used the "delega...
Remember when MacOS had a desktop background that changed from day to night? That was pretty cool. Employee A has a MacOS inspired UI. The reason I did this is...
Another installment in the new game Sea Titans from Salty Sea Dogs, LLC. Covering some of the basics of the world generation and rendering. Focusing on loading...
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Introduction: I could go through all the particles that are in my game, however most of them are using same techniques, so I'm thinking about making the most im...
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...
Greetings fans and friends, today I've got a longform blog post about converting my Duelists of the Remakes tech demo from a single player-only experience into...
I made a video this morning to show off the new procedural narrative system I'm developing for GearHead Caramel. The Challenge system is a further refinement of...
You may have noticed that The Funny Boneyard goes for a very specific kind of style, trying to evoke the early 90s, when graphic adventure games had their Golde...
Uploaded a test version for high refresh rate support. Turboraketti_remake_high_rr.zip This version should allow refresh rates of up to 250hz. It also might fun...
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Introduction: At the beginning I wanted to thank everyone who played my game as I'm really glad that so many people really enjoyed it. I received tons of comme...
This post assumes a basic familiarity with the Bitsy Game Maker . Since the release of Bitsy 7.0 I’ve been looking for interesting ways to use the new exit di...
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Hello there everybody. First things first, I hope that everyone is okay during these trying times. This has been a difficult period for alot of people, includin...
Hi wizards around of the world ! As said in the last devlog about the 0.3 update of the GWT, let me talk today about the spellbook, which is the new page added...
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WHY DID YOU MAKE A GAME FROM SCRATCH, WITHOUT A GAME ENGINE? We chose to not use a 3rd party game engine because one, we wanted the challenge. And two, we like...
A while ago, I decided that I wanted to create a level editor for Brain Bouncer , so that players could create and share their own levels with each other. Afte...
Localization for Bokmål is now fully complete, which is good. Special shout-out to Sten Pettersen for his help! We will be adding localization for French and S...
When programmers create games, they usually like to focus either on the technical side (engine, network, you name it) or on the creative side (vfx, gameplay, AI...
Shrine Maiden Shizuka is a metroidvania that targets the SEGA Genesis. Programming for this kind of old hardware is difficult as there are a lot of technical li...
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Active Ragdoll System The Games physical animations make use of a so called "active ragdoll" system. Inspired by games like Humans Fall Flat , Octodad , or Tota...
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We are proud to showcase to you some of the work Raphael have been doing these last weeks. We are using FMOD for some applications like the onboard and station...
The background elements update Game -Added 2 charts: High & Ugh -Audio delay and visual delay are now separate options -Updated backgrounds of some charts -Now...
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I made a quick video regarding the first iteration of the platform movement prototype, that will be up here on itch as soon as I fix the problems raised in the...
When I started working on After the End with Miaobot, I was curious how much I could do within Bitsy's limitations, and the answer was: a lot more than I expect...
Let's see how's Mars doing today! Open the planetary view, and check your bases general status, hmm, everything seems to be fine, but let's open the details of...
>put on tinfoil coder's hat I've been busy the last two weeks whipping the game engine into shape for private alpha testing in late September, checking off mile...
Hello everybody! its been a long run and I'd like to announce you some few updates. A major and more noticeable one is the optimization process that I've been a...
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Everything has gotten a color face-lift with a new palette. One of the steps necessary to making everything feel like it belongs together instead of a random mi...
This week we hit a number of key milestones: Linux alpha testing begins , Android Pre-Alpha 4 Dialog and help systems POC Mobile landscape collision forked an...
Do you have problems installing or running the game on your system? Please tell me about and give me a short description of the problem as well as your system e...
This week's coding challenge: obstructions to range attacks. We're using traditional random-roll RPG mechanics driven by 3D simulation factors. It's one of the...
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