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Developer Journals


Temple of the Abyssal Winds Released!

Temple of the Abyssal Winds is now available, for iPad and Windows! http://youtu.be/7U-mNJy-sW4 "Twenty years ago, the demoness Urgoroth rose to power from the depths of the Temple of the Abyssal Winds. She was defeated, but your parents were lost in the conflict. Your aunt and uncle have raised you in the small village of Tomm's Crossing, where lif...

/cast Resurrect HeightMapEditor

A short while ago (translation: 10 years) I had been working on a heightmap editor for a game project I was working on. Like most of my projects, it fell by the wayside. I haven't really had time lately to do much, but I have resurrected that old project... in a way, at least. In spirit, if nothing else, since none of the code has made it from backup ont...

"Gamedev Lego": Putting all the parts together into a playable game using an event system

Hi everyone! So, again, it's been a couple of weeks since my last entry. Moving on from where we were, to where we are now, I am now in a position to start putting together various subsystems and linking them together to form a flowing gameplay experience. In previous journal entries I have discussed writing a spritefont implementation, and writing vari...

Who Is Springtrap From Five Nights At Freddy's ?

The game "5 Nights At Freddy's 3 " hasn't been out a full day yet, and already there is speculation on who the animatronic "Springtrap" is. One of the most popular theories is that he the only animatronic that is not a phantom - Bonnie. I do not believe Springtrap is from the other games. Let's take a close look at Springtrap ... http://s9.postimg.org/yzk...

Small break, but back to work

I took a break due to work being hectic and everyone seeming to get sick. I added alpha blending and I have working armatures and working on the keyframes to create animations.

Entering GitHub

Found a bit of motivation and started working again with some real intent. The result, I have some actual code - as opposed to the fun filled hilarity I was playing with last week - I plan to commit to my GitHub repository (hopefully) tonight. The only trouble is, I haven't slept in 24 hours. The code I intend to post is just startup code using C++11,...

Generic Planning Post #1

This post is just to spill my general thoughts out there on what I am doing in the gamedev world, since now I have several things that I'd like to do. Project SeedWorld is still ongoing as a voxel engine but I am not yet sure on what direction the game should be heading. It is meant to be an RPG, but some similar games such as Forge Quest look a lot like...

Devlog #17: The Livestream

Over the last month we've had fun doing the livestream. We made new friends and everyone had a great time during this month-long experiment. After a month of livestreaming, we've discovered that we can't maintain the same level of production that we could before. So we are no longer able to continue the game development livestream. However, we are looki...

A simple OpenDDL-Parser

I started to work on a simple OpenDDL-parser. This will be used in the Asset-Importer-Library for the OpenGEX-importer, which I am currently working on. You can find it here: https://github.com/kimkulling/openddl-parser Why I started to work on a separate parser and didn't used the reference implementation coming from Eric Lengyel ? When working on the...

Alpha release delivered

Hi everybody. I want to take you on a trip through the development of my 2nd game ever. Note that the 1st was just a 'simple' Asteroids clone, though completely finished with difficulties, levels and even an end boss http://public.gamedev5.net//public/style_emoticons/default/rolleyes.gif If you want to give it a try, you can download it here: http://www...

Color Grading! - Yay

Another entry! http://public.gamedev5.net//public/style_emoticons/default/tongue.png So something I never got a basic implementation of was color grading, so today I decided to get a rough implementation. There's still lots to work on, its based on the NVIDIA's post complement sample (http://developer.download.nvidia.com/shaderlibrary/webpages/shader_li...

Disaster Strikes

I had just finished writing my text renderer and sorting out the last of the movement for my roos when bang hard drive failure. It was only that morning I said that I needed to back up my work and I was right! Let this be a lesson to all DO NOT CODE WITHOUT BACKING IT UP! Very costly lesson this one turned out to be I have lost all of that months work on...

Gnoblins is on facebook now

...so check it out: http://www.facebook.com/Gnoblins

Screenshot Saturday 213

It's the end of February and this game is supposed to be content-complete. In a sense, it actually is. All the levels are done. Twenty in all. I thought this month would never end! http://et1337.com/assets/fxPzauyl.jpg Just so you know, there are sixty of those lights and I had to hook up each one individually. It fell just barely beneath the "worth i...

Who's going to GDC?

Since it was the last day of online registration I caved and bought a GDC pass since I really didn't want to miss out this year with all the uber cool new toys that'll be on the floor. Who else is going? I finally had time to update our site announcing iPhone support, our new team member, and briefly what we've been up to and what's next. Last but not...

The game I'm working on...it will tower defense!

Hello! I want to tell everyone about the game on which I am working. It will be a Tower Defense, but with some differences. The game was created in Unity, target devices: android, wp, ios. The game can be build towers: archers, magic, bombard. And in addition it will be possible to build units that run on tracks. Management units can be represented in the...


Here is this game I am trying to develop as a java applet. I use JGame engine. The game is something like a 2D Elite with modular spaceships. If you know Space Rangers 2 then that is a very nice game that inspired me much. The game is about 10% ready so at the moment I am playing with the mechanics and doing some tests to see how to improve. The small sh...

Entities can be a plain integer too!

In this update I'll talk about the latest features of dustArtemis, int based entities and component pooling. dustArtemis dustArtemis is a fork of Artemis Entity System , which is a BSD-licenced small Java framework for setting up Entities, Components and Systems. Entity Objects Artemis used Entity class as a sort of abstraction, it gave t...

On your mark, get set, crawl!

In my previous post I wrote about rethinking racing (aka ripping out the existing racing system). Today I got most of the work done on that. There is a lot left to do, but as of right now: A new jar gets created when a user hosts a race When the race starts all entrants are placed into that jar in order of initiative, on the left end of the jar An Attrac...

Playing with new content generation

Hey all! So I've been working on fixing an annoying little bug in the physics engine that sometimes makes you get stuck on corners. The fix is kinda hack-ish, but hey. Can't do anything about it. I also have got to implement some sort of friction in the game. It feels like you're playing on an ice level, but I really don't like the idea of implementing f...

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