Archives
- 2022 » Refactoring data stored in unity prefabs, scenes and other assets
- 2020 » Using custom editors to interact with unity ecs world
- 2019 » Using the new unity's input system during ludum dare 44 jam
- 2018 » Implementing fog of war for rts games in unity 2/2
- 2017 » How we used entity component system (ecs) approach at gemserk - 2/2
- 2016 » Making mockups and prototypes to minimize problems
- 2015 » How google play game services softly killed vampire runner
- 2014 » Did you miss us?
- 2013 » Our solution to handle multiple screen sizes in android – part three
- 2012 » Decoupling game logic from input handling logic
- 2011 » Simulating parallax scrolling for 2d game
- 2010 » Games as applets
» Using unity prefabs and gameobjects only for data.
» The making of bankin' bacon: a dev experience we can take to the piggy bank
» Sharing code between unity projects
» Implementing fog of war for rts games in unity 1/2
» How we used entity component system (ecs) approach at gemserk - 1/2
» Assigning interface dependencies to monobehaviour fields in unity editor
» We are working on a new game for mobile devices named dashy ninja
» Our tips to improve unity ui performance when making games for mobile devices
» Pigs mayhem in space, our ludum dare jam #38 entry
» Playing with starcraft 2 editor to understand how a good rts is made
» Using unity text to show numbers without garbage generation
» A simple selection history window for unity
» Returning to global game jam after 5 years
» Delegating responsibilities from the engine to the game
» The story of the non deterministic replay
» What to consider as game state when validating a simulated synchronization.
» Understanding unity networking (unet)
» A basic analysis of clash royale multiplayer solution
» Lockstep multiplayer first steps
» Exploring remote multiplayer
» Our resources manager and how it helped in localizing clash of the olympians
» Our solution to handle multiple screen sizes in android – part two
» Our solution to handle multiple screen sizes in android - part one
» Clash of the olympians for android
» Drawing a projectile trajectory like angry birds using libgdx
» Android and desktop games internationalization using java and libgdx
» Area triggers using box2d, artemis and svg paths
» Building 2d animations using inkscape and synfig
» Implementing transitions between screens
» Toasting with libgdx scene2d and animation4j
» Vampire runner version 1.0.4
» How we use box2d with artemis
» Our participation in global game jam 2012 uruguay
» Ludum dare 22 - leave me alone!! - post mortem
» Vampire runner version 1.0.3 - some performance improvements
» Modifying textures using libgdx pixmap in runtime - explained
» Reusing artemis entities by enabling, disabling and storing them
» Basic frustum culling to avoid rendering entities outside screen
» Leave me alone!!, my game for ludum dare 22
» Vampire runner christmas edition on android market
» Vampire runner version 1.0.0 on android market
» Resizable applets and applications with lwjgl
» Some changes to animation4j to clean the api
» Scripting with artemis entity system framework
» Making buttons using inkscape - part 3
» Making buttons using inkscape - part 2
» Making buttons using inkscape - part 1
» Lwjgl on maven central
» Support gemserk studios with donations
» Quick prototyping and sharing ftw!!
» Detecting collisions using libgdx pixmap
» Modifying textures using libgdx pixmap in runtime
» Super flying thing - update 09
» First version of new random level generator for super flying thing
» What's going on with the super flying thing?
» A game prototype : mad jetpack
» Vampire runner - update 02
» Vampire runner - update 01
» Vampire runner score on ludum dare 21
» Testing android controls on libgdx pc application using libgdx remote
» Super flying thing - update 08
» Vampire runner, my game for ludum dare 21
» Ludum dare 21, here we go...
» Super flying thing - update 07
» Super flying thing - update 06
» Multiple android controls for super flying thing
» Some funny stuff on super flying thing
» Super flying thing - update 05
» Super flying thing - update 04
» Building 2d sprites from 3d models using blender
» Super flying thing - update 03
» Super flying thing - update 02
» Building levels for super flying thing with inkscape
» Super flying thing - update 01
» Simplifying building bodies and joints with libgdx box2d - 2
» Super flying thing with no name - new game prototype
» Simplifying building bodies and joints with libgdx box2d
» Second attempt at highscores for games
» Face hunt v1.0.7 - update
» Improving how we show our games
» Face hunt v1.0.6 - update
» Face hunt v1.0.5 - update
» Animation4j - synchronizer
» Using inkscape as scene editor
» Ludum dare 20
» Archers vs zombies - dev log - 03
» Archers vs zombies - dev log - 02
» Archers vs zombies - dev log - controls
» Archers vs zombies - update 01
» Archers vs zombies - dev log - 01
» Face hunt - android market
» Face hunt - introduction
» Animation4j - interpolation functions
» Animation4j - transitions
» Lighting bolts effect
» Animation4j project introduction
» Jnlp downloader tool
» Slick2d contest
» Svg path traversal in java
» Maven natives dependencies project
» Getdown
» Jnlp applet loader
» Lwjgl applet loader
» Games as applets 3
» Ways to deploy a java game
» Games as applets 2
» Ludum dare 19 results
» Ludum dare 19
» Humble indie bundle #2
» Enter the contest - jsnakes
» Jsnakes - update - 2010/10/26
» Jsnakes for a contest
» Game development contest in uruguay
» Android development
» Ludum dare 18 jam
» New way to show our games
» Zombie rockers
» First game with highscores
» First attempt at highscores for games
» Dassault dev diary 3 - collision detection
» Dassault dev diary 2 - animations
» Dassault dev diary 1 - using layers to compose images
» Ludum dare 17
» Jylonwars - update - 2010/04/21
» Jylonwars
» Tower of defense
» Signing jars for applet and webstart
» Welcome