Tech Discussion Devlogs Page 10
Writing this first, as a big thank you to everyone who tried my very first released Amiga game, Green Beret . Overall, reception has been positive in these last...
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Let’s assume you are developing a game: You put your heart into it, make a nice-looking, working prototype and play it by yourself, with your team, with your...
The P3 (code-name, no name yet) is a game in the genre of rogue-like dungeon crawler. Due to the nature of the genre, dungeons must be recreated for every play...
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GAME BOY ADVANCE MUSIC AND SOUND CHALLENGES The GBA isn’t known for its sound. The static sounds you often hear in Game Boy Advance games are called artifacts...
To be honest... This is my most popular FREE package, that's why I want to share VERY USEFUL information with you! Here comes a very powerful collection to make...
Since I've gone dark for the whole summer I decided it's time to summarize everything that happened and the new release plan: I dropped Web Assembly support - i...
Hello, everyone! Today, I show how to make a character page of the extra menu. First of all, I use Ren'Py to develop this game. In the character page, to change...
Optimize the Combo System In 1.20Version, There were some minor issues that fixed that when the character was attacking, it could still be flipped...
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Today we're here to talk about the impact that a "realistic" player avatar and animated/tracked "hands/fingers" have on the overall immersion of a virtual exper...
I've been wanting to check out Oni for Mac OS 9, but I have a PowerBook G4 Titanium, which has a "super widescreen" display. This documents my journey to patchi...
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For some reason, the simplicity of MrFilton Deluxe feels so good and fun to play. I may keep up with these upcoming features for the game: -The upcoming build w...
In Search of Monster (placeholder) Monster Concept Art Credits A. David Anweiler Psysquatch is a reptilian big foot, psionic-based life form. Below is the thri...
At some point in the game you will meet Father Cassidy, who - believe it or not - will be a very important ally in your quest. Cassidy was one of our earliest c...
This post covers how Maze Burrow's "undo" mechanic works under the hood. This is a technical post, and some familiarity with the C# programming language may be...
We just found a project called Element Engine by 4JStudios . It's a voxel game engine with some cool features such as the ability to smooth corners. You can joi...
Have you played Rotten Flesh? Then what are you waiting for, post your video in the comments! I love seeing your videos, feedback, criticism and reaction! Here...
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⚠️ When using the WithThreeJS extension in GDevelop 5.3 or higher, you may receive a warning like this without seeing 3D. This warning appears because GDeve...
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...
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...
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...
Обновление (Pre-Beta 2.1) принесло такие изменения: - Обновлены полностью настройки (4 новых п...
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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 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...
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...
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...
Congratulations to the release of a new version that will change the modding era to MMC. The most important thing is the transition from PySide6 to Godot Engine...
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Hey Gamemakers, With the release of 2.3, pretty much every asset creator in the world is scrambling to get their packages up to snuff. I've began to retool Ret...
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 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...
Not all things that look funky end up in a project. At some point i want to make a document with all the shader code snippets i reuse often but that's something...
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...
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