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Texture Basics and Entering Them Into Unity
Timeforce: Operation Robo-Hitler

Texture Basics and Entering Them Into Unity

Timeforce: Operation Robo-Hitler Textures

We'll teach you the difference between a normal and an alpha and tell you how to import textures into Unity!

Day/Night cycle
Atmocity

Day/Night cycle

Atmocity Other

An in-depth description of the day/night cycle in Atmocity.

Unity Tutorial / Explanation: Using masks and colors to improve the detection of object surfaces
Brave Battle: World War II

Unity Tutorial / Explanation: Using masks and colors to improve the detection of object surfaces

Brave Battle: World War II Other

There are several tutorials in Unity for how to recognize the surface of an object using a trigger collider or using raycasts, some techniques will even...

How I Created the Unlock Display System for Subsideria
Subsideria

How I Created the Unlock Display System for Subsideria

Subsideria Client Side Coding

In this tutorial I will be outlining and explaining how I created the unlock management system that is used for all of the power ups, abilities and game...

How I Created the Attack Management System for the Final Boss of Subsideria
Subsideria

How I Created the Attack Management System for the Final Boss of Subsideria

Subsideria Client Side Coding

In this tutorial I will be outlining an explaining how I created the attack management system that is used for all of the attacks in the final boss fight...

Change colors of sprites from code in Unity
To Eat Love

Change colors of sprites from code in Unity

To Eat Love Textures

Adding temporary effects to sprites using shader variables and manipulating them from script.

How to translate a game into a baker's dozen of languages?
Egypt: Old Kingdom

How to translate a game into a baker's dozen of languages?

Egypt: Old Kingdom Other

We're Clarus Victoria Studio and our games - Stone Age, Bronze Age, Marble Age, Predynastic Egypt and to-be-released Egypt: Old kingdom are translated...

BoE waypoint system: How insects find their way
Brink of Extinction

BoE waypoint system: How insects find their way

Brink of Extinction Client Side Coding

A detailed write-up on how I made the waypoint system in BoE.

Selectable Inversion Image Effected I Created for Subsideria (SIIE)
Subsideria

Selectable Inversion Image Effected I Created for Subsideria (SIIE)

Subsideria Client Side Coding

In this article I will be outlining and showing how I created the selectable inversion image effect I created for use in Subsideria. By utilising render...

Turret textures in Brink of Extinction
Brink of Extinction

Turret textures in Brink of Extinction

Brink of Extinction Textures

A short step by step display of how I made the textures for the turrets in Brink of Extinction.

Unity 2017 Optimizing android games – Case study for Break It
Break It

Unity 2017 Optimizing android games – Case study for Break It

Break It Design/Concepts

n this article we will share how we optimized our upcoming game 'Break It' to run smoothly on low end android devices. This is continuation of our devlog...

The music of swarms of insects
Brink of Extinction

The music of swarms of insects

Brink of Extinction Music

A description of how I composed the music for Brink of Extinction.

The making of the (skins of the) enemies of BoE
Brink of Extinction

The making of the (skins of the) enemies of BoE

Brink of Extinction Textures

A short article about some texturing tricks I used.

Nwtn tutorial
nwtn

Nwtn tutorial

nwtn Other

Just a glance over the all of the controls, there shouldn't be anyone abandoned without an idea on how to play the game! Going through all the menus and...

Creating games with Unity. Work on the bugs in the Horde Attack
Horde Attack

Creating games with Unity. Work on the bugs in the Horde Attack

Horde Attack Client Side Coding

The creation of the first game from beginning to early access on Steam. Subjective opinion about indie development on their own. Share personal experiences...

Character Animation Workflow in The Iron Oath
The Iron Oath

Character Animation Workflow in The Iron Oath

The Iron Oath Animation 6 comments

A quick little guide on how I go about animating all of the characters in our dark tactical RPG The Iron Oath.

Infinite chunk generation in Unity (4 million blocks - 40 fps)
The Traveler (Voxel RPG)

Infinite chunk generation in Unity (4 million blocks - 40 fps)

The Traveler (Voxel RPG) Client Side Coding

Here are some things we learned from our experience of designing fast, smooth and efficient chunk-based terrain generator.

Unity 3D: How we optimized Ragdoll animation of death
Slash Arena: Online

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

8Doors : game of Metroidvania Style that explores the afterlife

8Doors : game of Metroidvania Style that explores the afterlife

PR Tutorial

'8 Doors' is Metroidvania style Action platformer Game based on attractive oriental after death worldview and Korean traditional tales.

Control player along a path.
Fluffy Gunners

Control player along a path.

Fluffy Gunners Animation

Wanted to control an object along a path? Here's a brief run-down on how I achieved path control in Fluffy Gunners

Insights in the dev process of two Indies - Tops and Downs. Part 2
Deadly Labs

Insights in the dev process of two Indies - Tops and Downs. Part 2

Deadly Labs Design/Concepts 1 comment

Sharing insights into the development process of our mobile game 'Deadly Labs', mistakes and workarounds we did along the collaboration process.

Walking Animation - How To
Unlawful

Walking Animation - How To

Unlawful Animation 12 comments

One of the many ways to go about animating a character. In this case the main character of the game.

From Concept to Assets
Unlawful

From Concept to Assets

Unlawful Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Sound behind the wall
Harvester of Dreams : Episode 1

Sound behind the wall

Harvester of Dreams : Episode 1 Sound Effects

My approch of fading sound effects in Unity in an interior scenario.

Game Dev & Design - Combat Visual Scripting (part 2)
BUCK: Saturday Morning Cartoon Apocalypse

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.2

Horde Attack Client Side Coding

As promised, today I will devote to the technical development of the soldiers used in the alpha version. You can download the game by clicking on the...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 3.1

Horde Attack PR

Development. Warriors. Today I will tell You about the soldiers. Combat units that perform basic tasks in the game, capture cities and fight on the battlefield...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 2

Horde Attack Design/Concepts

Development. Player. Will start the Chapter on the development with the most important "Player". Now I will tell about how I developed management and...

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1
Horde Attack

The first game from zero to alpha. Write a history of the development of Horde Attack. Part 1

Horde Attack PR 2 comments

For the first time to write articles and immediately began to strike a series of articles devoted to the development and promotion of their game Horde...

Game Dev & Design - Combat Visual Scripting (part 1)
BUCK: Saturday Morning Cartoon Apocalypse

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

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Making a Procedural 2D World in Unity Part I
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Infinite chunk generation in Unity (4 million blocks - 40 fps)
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Texture Basics and Entering Them Into Unity
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How I Created the Unlock Display System for Subsideria
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Selectable Inversion Image Effected I Created for Subsideria (SIIE)
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Simple drop-down menu script for Unity3d
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Unity 3D: How we optimized Ragdoll animation of death
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Turret textures in Brink of Extinction
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Nwtn tutorial
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