Categories
- Gemserk » Refactoring Data stored in Unity Prefabs, Scenes and other Assets
» Using Custom Editors to interact with Unity ECS World
» Using Unity Prefabs and GameObjects only for data.
» Using the new Unity's Input System during Ludum Dare 44 Jam
» 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 2/2
» Implementing Fog of War for RTS games in Unity 1/2
» How we used Entity Component System (ECS) approach at Gemserk - 2/2
» 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
» Making mockups and prototypes to minimize problems
» 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
» How Google Play Game Services softly killed Vampire Runner
» Did you miss us?
» Our solution to handle multiple screen sizes in Android – Part three
» 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
» Decoupling game logic from input handling logic
» 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
» Simulating parallax scrolling for 2d game
» 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
» Games as Applets
» 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