Game Tech Discussion Devlogs Page 9
I like games that work. The occasional glitch is understandable, but all the funny ones that people make YouTube videos about are opt-in and not game-breaking...
You watch your colonies form the orbital view, click on a location and you can quickly see what it's happening there: you have a base, inhabited by 10 astronaut...
¿Con que puedo jugar a ESCAPE? / With what can I play ESCAPE? Actualmente puedes jugar ESCAPE con teclado i mando de Xbox You can currently play ESCAPE with ke...
This time we decided to tell you what tools we use to create Degraman. We don't want to teach you anything, we still don't have enough experience to do this. On...
Answering once and for all why chose to stay with Unreal Engine 4 and why have no plans to upgrade. In short, UE4 just works. All I hear about UE5 is new featur...
With the city mockup looking nice, the first think I had to try was prototyping the core feature of the game. It's not walking nor jumping but PUNCHING. Because...
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...
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...
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 Well, actually, this post is a little outdated, since I've already implemented...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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So it's late on a Friday night after a work day and I fancied writing something up about my custom game engine behind Dead Desert and some of the tools I made f...
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...
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...
Hello Everyone, i'm Ervin Ahmad Nur Hidayanto, Game Programmer in 4Happy Studio. I'm currently a programmer at Game Developer, I'm familiar with the C # program...
This is the most graphically-polished game I’ve made in puzzlescript to date, and I want to write a bit about the process of adding that polish. (This post wo...
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...
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...
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...
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...
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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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...
After remaking the game, I decided to try creating some new maps for the release, notably to fully utilize the new features such as portals, fruit, and multiple...
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