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Developer Journals

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Advanced asset handling

Last entry: http://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/ Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The asset management. The beginnings: K.I.S.S. A short ov...
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Lessons learned while switching to Unity

http://media.indiedb.com/images/articles/1/184/183456/auto/epistory_c_to_unity2.jpg Paradigm Shift When we started working on Epistory, we had to choose whether to use our proprietary engine or not. For reasons that go beyond the scope of this post we decided to go with Unity. While the prospect of working with a tool as streamlined as Unity was stimu...
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Revel Immortal v23 is now live!

http://edigames.com/images/revelimmortal.png Greetings All, As the title says, Revel Immortal v23 alpha is now live; it addresses a handful of issues found in v22 and adds a few small features. As always you can find it here: http://edigames.com/revelimmortal I would like the highlight the developer feedback button; which appears as a speech bubbl...

Small update with spaceships

Well, I didn't get much done this week, admittedly. I really dislike this part of the school semester. I'm not that used to the whole college thing just yet, so it kinda happens out of nowhere. Oh well http://public.gamedev5.net//public/style_emoticons/default/tongue.png So what I HAVE gotten done this week is a bunch of codebase-better-ing. You know,...

Performance testing with bit operations, SSE2 and asm

Today I figure I sit down and see how SSE2 is benefitial to a game. I don't come fromt a strong background knowledge of ASM code. However, I found it fascinating to say the least! I can understand the headaches that go into ASM but if you can get around knowing some ASM then you're good to go on SSE2 instructions. As I already aknowledged from previous i...

Graphic Update

We decided (after few remarks) to update our graphic elements (tile set + other textures), we originally made the game based on 16x16 tiles that we then scale x2 to have 32x32 tiles (that was looking better than 16x16 tiles for the proportion of the of the main character). We talked about that update a long time ago but we always pushed it back (bad idea)...

Inventory improved, and equipment handling

Hello ! So, I made a great amount of work today, and I achieved some really important goals. Here is the list : - Implementation of an equipment panel, with the character's equiped items - Right click on an item in the inventory set this item to the right place on the character (without the models, only in the data sets) - Implementation of a drag and dr...

Project 30: Model and texture stage done

Finally, we have modelled and textured 30 different creatures (previous goal was 20 models). We need to add the basic animation to them now, but first off here is something to show off. First off, the judge, a model done and textures by me. http://www.gnoblins.net/wp-content/gallery/screenshotsalpha-demo/the_judge.jpg Here's an ogre, modelled and textu...

Importance Sampling

Beware: this entry is HUGE, lots of stuff covered and it will likely take time for the reader to digest it all. A version of the rendering equation was introduced in the last entry. As we saw, the integral inside the rendering equation generally has no direct, analytical solution, so there are only two approaches to solving it: evaluating it numerically...

Back in Action

Back from vacation. Had some stuff to take care of, maybe a little bit of motivation issues, but this game isn't going to finish itself. Here's a screenshot (from my level editor) of a rooftop level from TotAW chapter 4: http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_21828.jpg Enjoy! Geoff

Game Loop Speed 2.0

Introduction Yesterday I posted a game loop speed test which I have taken down because it had some major flaws and bad data. This is the second iteration in my tests and I am here to provide my results. Here are a list of flaws that need to be addressed in my game loop test: All data structures perform a sequential process with no adding or removing of...

Zombie Game

All my attempts at pursuing investment partners so far have failed. That's to be expected though. Usually, if you want to get funded, you're going to need at least six months of effort to get it (assuming you're worth funding, of course). I'm closing in on the end of the first month of effort in pursuing it, but I have enough fuel to last 12 months. Let's...

A paper on art direction

http://media.indiedb.com/images/articles/1/185/184579/auto/01.jpg The "Art Direction" is basically a set of visual rules you decide to follow during all the creation process of your project. All the visuals you will design will stick to it, and in the end your project will end up coherent, with a specific look everyone will recognize. "Paper" please Wh...

Sol-Ark's devlog checkpoint #49 (28/04/2015)

Hello, everyone! Greeting from Sol-Ark's team! We are starting to post our own developer journal. Stay with us to see together how Sol-Ark is evolving right before our eyes. Our first post here - is checkpoint #49 from Sol-Ark's official blog with devlogs http://media.indiedb.com/cache/images/games/1/38/37689/thumb_620x2000/2015apr28_1.gif h...

Om and the FunArg Problem

Om and the FunArg Problem There is a problem with languages that support functions as first class citizens which turns out to be very well studied and even has a proper name according to Wikipedia - the funarg problem . After weeks of pondering, I've finally come up with a solution for Om that fulfills my criteria of being logical, simple to implement,...

New beta build, nice improvements

http://www.crealysm.com/games/img/menu.png Last 10 days were a nice experience, getting feedback on my first ever beta release of a (semi serious) game. Semi serious in this case, meaning that it went through the full development cycle (although its release is not aimed to earn money), uses my own engine and mostly assets created by myself and a friend...

AuroraRL - English version avalible!

It's been a while since we've posted here, but we were working very hard to finish the English version. And now - here it is! AuroraRL is avalible in English! You can download the game here: Download zip-archive (you need latest Java version on your PC) - https://bitbucket.org/e_smirnov/aurora/downloads/Aurora-0.4.1.zip Downolad exe win32 version -...

I'm stuck

So, I was working on the ranged combat system, and now you can throw items one spot by default, and I can set weapons to a custom range. I also found a couple of bugs in the system that only updated the display when it needed to, which made a nice animation when the dagger was flying. What is a bit annoying is the fact that items can move 8 squares in one...

Next step: more realistic numbers

The next step for the economic sim is using more realistic values and timescales; using actual units of measure for all the resources, inputs, and outputs, and what would be expected for a building/apparatus of such a size. Farm tiles (crop fields) will...


Lemma is finally coming to Steam on May 12. Check out the new trailer: For the first time ever, I shelled out for Adobe Premiere rather than hacking something together in Movie Maker and OpenShot. I didn't use any of the fancy features, but it was worth it just to avoid dealing with crashes all the time. Altho...

GameSaveSystem - Alternate Implementation: Save & Swap

Github Link: https://github.com/dbeals/GameSaveSystem The initial implementation of incremental saves is great and I'll be sticking with it for most of my games, but there are instances that it simply isn't a good fit (games that have large save files for example.) So, to get around this I have added a new implementation: save and swap. I want to point...

Fluffy trees

So, I downloaded Blender 2.74 and did an experimental tree using the normals trick mentioned in the previous post. The trees do, indeed, look fluffy now: http://i.imgur.com/X00JnXa.jpg http://i.imgur.com/yOlMt3m.jpg The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked...

I'm A Voxel CyberPunk

I'm A Voxel CyberPunk Welcome to Xammond's journal! A place to post details of my ongoing works. Hi, my name is Jez Hammond (@xammond ) and I love to develop videogames since forever. Not many get finished but I do have several prototypes, often these contribute to the next! Right now I leave just one app published - an iOS sand app called 'BubbleSand '....

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