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Improving performance of my Wave Engine games (2/2)

Improving performance of my Wave Engine games (2/2)

Wave Engine QA/Testing 0 comments

This article is the second part of how to improve performance of my Wave Engine games. So if you do not know it yet, I recommend you read the first article...

Tiles making tutorial
Sand and Rust

Tiles making tutorial

Sand and Rust Textures 0 comments

Guide to create tiles using a simple design method for 2d games.

Pixel Art Tiles
Aftertile

Pixel Art Tiles

Aftertile Design/Concepts 0 comments

Another tutorial-devlog! On this episode, I give an insider's view of my conceptualization process, from paper to depression to mockup to asset creation.

Collectible photos | Life is Strange: Сhrysalis [Guide]
Life is Strange

Collectible photos | Life is Strange: Сhrysalis [Guide]

Life is Strange Other 0 comments

Collectible photos | Life is Strange: Сhrysalis [Guide].

How to Write
Heroes Must Die

How to Write

Heroes Must Die Other 2 comments

Game Writer Rick Stemm gives the crashiest of crash courses on writing for video games.

Building a wormhole effect
Intelligent Design: An evolution sandbox

Building a wormhole effect

Intelligent Design: An evolution sandbox Animation 0 comments

For the past week I've been working on a wormhole/portal style effect. In this article I'll describe it and give some basic details on how I made it.

AI Progression
The Siege and the Sandfox

AI Progression

The Siege and the Sandfox Client Side Coding 0 comments

AI Development to Date - Catch Up Dev Diary Article by Designer Chris Wilson.

A:CTS Module String Reference Guide
Airships: Conquer the Skies

A:CTS Module String Reference Guide

The Module Kit Mapping/Technical 0 comments

The Airships: Conquer The Skies Module String Reference Guide.

Mandagon - Building levels
Mandagon

Mandagon - Building levels

Mandagon Level Design/Theory 1 comment

While we put the finishing touches on Mandagon let's break down some level design!

Make Your Own Crosshairs
Insurgency

Make Your Own Crosshairs

Resurgence UI/HUD 0 comments

This tutorial will teach you how to make custom crosshairs for Resurgence.

[TUT] Use SFM Hammer Editor for Portal 2 Mapping
Portal 2

[TUT] Use SFM Hammer Editor for Portal 2 Mapping

Aperture: The Omega Project Mapping/Technical 0 comments

The default Portal 2 Hammer Editor is somewhat buggy, so I will show here how to use the newer Hammer Editor from Source Filmmaker.

GIMP - Tutorial: Creating a Bloody Parchment texture!
A Dark Secret 2

GIMP - Tutorial: Creating a Bloody Parchment texture!

A Dark Secret 2 Textures 1 comment

In this step-by-step tutorial I show how you can create your own bloody parchment texture for your mod or game or whatever you would like to use it for...

The player is the centre of the world
Project Aries 3D 64

The player is the centre of the world

Project Aries 3D 64 Client Side Coding 1 comment

Ever wondered how game programmers are able to create large and seemingly endless worlds, yet when you try all your world objects start to shake their...

Music and Atmosphere of Trimmer Tycoon
Trimmer Tycoon

Music and Atmosphere of Trimmer Tycoon

Trimmer Tycoon Music 0 comments

In this article Max Samarin talks about his thinking and process behind the music in Trimmer Tycoon - and how it affects the atmosphere of the game.

Aftertile Devlog #2.5
Aftertile

Aftertile Devlog #2.5

Aftertile Textures 0 comments

This is a semi-devlog: I explain how I made the inner fluid inside the ghost.

Lynx’ Heretical Pixel Art Method!
Wizards of Unica

Lynx’ Heretical Pixel Art Method!

Wizards of Unica Textures 1 comment

From today on you will be able to produce seamless terrains for your games in great pixelart!

[TUT] Make things fly through Pneumatic Vents
Portal 2

[TUT] Make things fly through Pneumatic Vents

Aperture: The Omega Project Mapping/Technical 1 comment

In this tutorial I will show you how to make things like cubes, or turrets fly through Pneumatic Vents.

Graphics Debugging Wave Engine games in Visual Studio 2015

Graphics Debugging Wave Engine games in Visual Studio 2015

Wave Engine QA/Testing 0 comments

When you are developing a mobile game, it is very important to have good performance. Although mobiles and tables with very powerful hardware exist, you...

[TUT] Exchange Portal 2 Reflection Gel Texture
Portal 2

[TUT] Exchange Portal 2 Reflection Gel Texture

Aperture: The Omega Project Textures 2 comments

The original Texture of the Portal 2 Reflection Gel is not really beautiful, so I show how to replace it with something nicer.

Half-life1 Coding: 4digits on HUD and 9999 ammo on clip
Half-Life

Half-life1 Coding: 4digits on HUD and 9999 ammo on clip

Half-Life Client Side Coding 15 comments

Second part of the tutorial, that includes the modification of the HUD to show 4 digits on ammo, and the modificacion on the client-server message for...

Single player map, mission and script making for Sudden Strike 2
Sudden Strike II

Single player map, mission and script making for Sudden Strike 2

Sudden Strike II Mapping/Technical 2 comments

This tutorial is for single player, enjoy. :) Even if some editor things will be the same or slightly different as in the Sudden Strike map and script...

Creating basic spawn, how to and requirements
S.T.A.L.K.E.R.: Call of Pripyat

Creating basic spawn, how to and requirements

S.T.A.L.K.E.R.: Call of Chernobyl Mapping/Technical 5 comments

How to create spawn using the STALKER Level Editor for CoC or CoP (SDK 0.7). As I'm not comfortable enough with squads/monsters spawn and logic, I'll...

Ashes of the Singularity - Modding Guide
Ashes of the Singularity

Ashes of the Singularity - Modding Guide

Ashes of the Singularity Mapping/Technical 7 comments

An exclusive look at map creation and modding for the massive-scale RTS, Ashes of the Singularity!

Adding visual variety using a few Photoshop-like tricks
Alchemic Jousts

Adding visual variety using a few Photoshop-like tricks

Alchemic Jousts Textures 0 comments

We realized we needed to increase visual variety on our game, and instead of creating tons of new assets, we implemented and used some Photoshop-like...

Creating graphics for Airships
Airships: Conquer the Skies

Creating graphics for Airships

Airships: Conquer the Skies Textures 0 comments

If you want to mod the game, it helps to know how to make good-looking graphics for it. Here's the details on the lighting system and colour scheme that...

Adding an Item Container to a Map

Adding an Item Container to a Map

RPG in a Box Mapping/Technical 2 comments

This RPG in a Box tutorial demonstrates how to add an item container to a map.

Animating an Object

Animating an Object

RPG in a Box Animation 2 comments

This RPG in a Box tutorial demonstrates how to create a default animation for an object in the Voxel Editor.

Game Logo Design: An Amateur's Guide
Evergreen

Game Logo Design: An Amateur's Guide

Evergreen Design/Concepts 0 comments

Last year Jack Erskine, one of our artists, spent some time redesigning our game's logo and has written up a blog post detailing the process. Anyone interested...

Linking Maps

Linking Maps

RPG in a Box Mapping/Technical 0 comments

This RPG in a Box tutorial demonstrates how to link one map to another using a Quick Script.

Sins of the Fallen: Artifacts Addon

Sins of the Fallen: Artifacts Addon

Other Tutorial 0 comments

Artifacts are lost in space by Relic Civilizations and can be found orbiting distant gravity wells. Some Artifacts can be installed or attached to nearby...

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