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Tech Discussion Devlogs Page 4

To animate or not to animate? (Devlog entry #001)
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Tech Discussion
Let me start with a thank you? I swear I didn't expect a nobody like me could get 2k views in a game still in development--and only in the first chapter. But I...
Credits!
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Tech Discussion
-2021 Demo- Font: https://www.dafont.com/handwritten-nat29-font.font Playtesters: Cyan Astotheles Antehman Defiant Program -2019 Demo- Unity https://unity.com...
Optimisations
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Quest 2 is coming. More powerful! When I read specs for Quest (1), I thought that it's not going to be that much different than PC. It has 8 cores, right? Oh...
DevLog 19: Making a Trailer for a Non-Action Game
Tech Discussion
Another Wednesday, another blog post! This one is written by Leene and Oak together :) (AWW SHUCKS <3) We've been putting off making our gameplay trailer for a...
Modern cryptography on the NES
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Tech Discussion
Super Tilt Bro. is an online game. You can even make an account to be placed on the official ranking, to do that you simply enter your login/password and... the...
breaking down the train turret fight scene
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Tech Discussion
First, a quick note. I underestimated this one. I thought that it will take me maybe six days. It's a bit more than two weeks right now and still a few minor th...
FamiStudio needs Linux testers
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Tech Discussion
FamiStudio is looking for a few serious Linux testers to test a prototype version of FamiStudio. Only 64-bit, real installations (no VMs) for now please. Send e...
Adding Characters to a videogame: art, expressions, dialogue and fake voice!
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Tech Discussion
Hi everyone, I'm making video games and this week I'm showing you how I'm adding characters to my game (this post is available in a video format here ). Even if...
DevLog 10: Networking Synchronization for Enemies
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Tech Discussion
Making a multiplayer game is guaranteed to have full of challenges. In this development blog, I will tell how I'm synchronizing the enemies for BLASTRONAUT onli...
Postmortem, part 1: the Engine
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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 o...
Upcoming 2.3 Changes
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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 Tru...
Uncaught TypeError fixed?
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Tech Discussion
This past month has been a quite frustrating one. I have never play tested a game as many times with as many people, as I have this game. I was sure it was read...
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Turrets Broke The Game (And how we fixed it!)
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Tech Discussion
After making the decision to completely rewrite 90% of Bubblegum Zombie Hunter's base code, we decided to add many more weapons to the game to give it some more...
Should I add endless mode to Kiosk?
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A lot of people like the cooking part of Kiosk more than anything else so I was thinking to make endless mode for steam version . What do you guys think? If you...
Building a Visual Novel in Under 3MB
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Cooped Up! is a web-based visual novel developed internally by us here at 3 Halves Games . While most visual novels are usually made with Ren'Py, we decided to...
DevLog 7: Lighting Effects
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Tech Discussion
I have been looking for some technique or effect that would help the Blastronaut game to stand out more. I've been experimenting with post-effects and colour gr...
Creating a 3D Anime Character From Scratch (Part 7 – Animation)
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Why does 3-d anime look so artficial? In this indie game dev log episode we will be exploring the animation process behind Gabriella, the protagonist for my upc...
Update to the Actual Unity version for MAC support
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Tech Discussion
Today I started to update the full game project for the actual Unity version. For some reason I had to use the 2017 March version until now. This wont be a sma...
Even bigger update!
Tech Discussion
Two updates in one day, yeah baby. So, what's new in 1.1.0? - New ambient music - New mechanic (you need to focus on your mom when she opens the door and then p...
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Godot Plugins - What nobody tells you
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This Devlog is about the secrets of making GodotEngine plugins, that I used for the AssetPlacer. Read my first devlog , if you are interested in how the AssetPl...
DD 5 - dev music of BR
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HO HO HO! Happy holiday! Forgive us for the hole in our regular devdiary, it was written and not published out of absentmindedness. Sorry! I'm Kuba Mazurek and...
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The sound design of MineRalph + Music Examples!
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The Music and Sound-design of MineRalph The Music in MineRalph The task of composing music to MineRalph was for me personally a great challenge, the reason bein...
Development Snippet - Yarn integration
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Hey! Thanks for following the project! It really means a lot. Both myself and Jean have been pretty busy with work things (and Jean now has a fever 😢) but we...
Music driver: when you can't do a thing, find another way!
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Hey! Today topic is music! ... *hmm* OK, it is about the code playing musics. Super Tilt Bro. version 2 has better musics than the old version, by a long shot...
Quest Game Tuner vs QGO
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Quest Games Optimizer (qgo) is an older tool which accomplishes similar goals to Quest Game Tuner . I've gotten some questions about qgo. Shortly after I launch...
Modding Biomes...
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I have, more or less, started working on implementing biome modability for the next version. Though I went on a long tangent at the beginning of the weekend tha...
Hunting for Perfect SSAO
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I've been in love with the aesthetic of the bare Ambient Occlusion pass since 2003 in college when we were first hacking it in Maya with a dome of spotlights. T...
Wicklog 25: load it faster, draw it fewer, show it better
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Happy new year! It's been a good start for me, especially compared to the emotional wasteland of the last few months. I've started seeing a therapist, am surrou...
Tech Talk: Rendering in DT3K
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I have long been fascinated with different pseudo-3D graphics techniques. If you don't know what this means, I recommend having a look at this wonderful post by...
Tuesday js for Android
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Yesterday I managed to make a working version of the editor for mobile devices on Android. This was my third attempt, but this time I succeeded, most of the int...
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Ladders!
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Ladders were an unexpected challenge. At first, I thought I could just change the slope limit value of the unity character controller to 90 while my character...
Fire And Ice Profile
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Breathing new life into classic NES games by magically converting it into 3D and letting you play in VR
Addlemoth Dev Update: March 2022
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For this month's development update for Addlemoth , I bring to you, two new map themes! It's not as much as I would have liked to do this month but I have been...
a bug story
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This dev log entry is not really about a particular bug. Although this very bug is a good example of what fixing bugs may look like. I changed the death effect...
The radical music of SlipSpeed
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The radical music of SlipSpeed By Martijn Frazer Chiptunes for DOS SlipSpeed is an upcoming top-down racing game for DOS and Windows 95/98 PCs, made in the trad...
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CHESS IS STUPID | Tech Breakdown
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Tech Breakdown Disclaimer: I'm not a programmer at all. Somehow this stuff works, but there are probably better ways of doing it. Object Types So here you'll st...
How to add Dynamic Audio in Ren'py (it's easier than you think!)
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A couple people have been asking me about this, so I decided the best thing to do was to write up a post about it! In com__et the bulk of the game has one dynam...
Making Music for My Indie Game | Project Feline Devlog #34
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Want to know how video game soundtracks are made? I grew up listening to the OSTs of Sonic the Hedgehog (notably Sonic Riders), Jet Set Radio and Ratchet & Clan...
Framework used for making Quinta essentia engine is now open-source
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Not so long ago I released an early version of Osnowa — an open-source roguelike framework for Unity which emerged from games I've been making for a few years...
issues with heads in multiplayer VR
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One thing I found really challenging about creating a multiplayer VR game was the players' bodies. I decided to accept that I was going against what seemed to b...
The future of PixelTwips (Beta Update - January 24, 2020)
Tech Discussion
Hello everyone, lunzyde here! I wanted to talk about the future of this game and what are my plans with it, the game is nearly done, as most of the backbone of...
Still fixing the game
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Hello everyone~ Sorry again for the delay. Suddenly I found the bug that still have no solution. We are looking for the fix posibilities. I'm moving the release...
Godot's OpenGL3 on Mobile Part 2 - Reduce Draw Calls
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Godot's OpenGL3 on Mobile - Reduce Draw Calls As mentioned before Godot 3.4.4 draw calls are not optimized with OpenGL3. This means the mobile GPU is working ha...
Everhood and LUFS
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Intro Many people complained that the music was sometimes too loud. This was another issue of the vertical slice, we left many player ears fatigued. Here is a q...
Further game's development and uploads
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Hello moon viewers ! It's Dear_Elise from the Polar Moon team, so as you may know, I am now the prior Dev of Konran:Zanki, Atsutsu and Ilena having their own bu...
Devlog: The "Palette Editor" Tool
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This is a follow-up to last week's devlog on the flag editor! This log is pretty specific to the PICO-8 environment, but the previous one discussed more general...
Tuesday JS new version coming soon
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There have been no updates for a long time, but work on improving the engine continues, a public version will be made soon. We host the most recent versions on...
How Ley Lines was made - 80 level article
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Hello Ley Lines players, This is a bit technical but may be interesting for some of you, I was approached by 80 level, a game development web-news-paper and ask...
Tuesday JS new animation
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As previously announced, the new project Breastaurant: Hot Coffee will use many types of animation to bring a static picture to life. The new version is not onl...
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