Archive of posts with category 'Gemserk'
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Refactoring Data stored in Unity Prefabs, Scenes and other Assets
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Using Custom Editors to interact with Unity ECS World
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Using Unity Prefabs and GameObjects only for data.
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Using the new Unity's Input System during Ludum Dare 44 Jam
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The making of Bankin' Bacon: A dev experience we can take to the piggy bank
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Sharing code between Unity projects
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Implementing Fog of War for RTS games in Unity 2/2
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Implementing Fog of War for RTS games in Unity 1/2
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How we used Entity Component System (ECS) approach at Gemserk - 2/2
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How we used Entity Component System (ECS) approach at Gemserk - 1/2
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Assigning interface dependencies to MonoBehaviour fields in Unity Editor
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We are working on a new Game for mobile devices named Dashy Ninja
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Our tips to improve Unity UI performance when making games for mobile devices
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Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
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Playing with Starcraft 2 Editor to understand how a good RTS is made
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Using Unity Text to show numbers without garbage generation
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A Simple Selection History Window For Unity
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Returning to Global Game Jam after 5 years
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Making mockups and prototypes to minimize problems
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Delegating responsibilities from the engine to the game
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The story of the non deterministic Replay
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What to consider as game state when validating a simulated synchronization.
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Understanding Unity Networking (Unet)
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A basic analysis of Clash Royale multiplayer solution
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Lockstep multiplayer first steps
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Exploring Remote Multiplayer
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How Google Play Game Services softly killed Vampire Runner
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Did you miss us?
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Our solution to handle multiple screen sizes in Android – Part three
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Our resources manager and how it helped in localizing Clash of the Olympians
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Our solution to handle multiple screen sizes in Android – Part two
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Our solution to handle multiple screen sizes in Android - Part one
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Clash of the Olympians for Android
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Decoupling game logic from input handling logic
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Drawing a projectile trajectory like Angry Birds using LibGDX
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Android and Desktop games internationalization using Java and LibGDX
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Area triggers using Box2D, Artemis and SVG paths
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Building 2d animations using Inkscape and Synfig
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Implementing transitions between screens
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Toasting with LibGDX Scene2D and Animation4j
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Vampire Runner version 1.0.4
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How we use Box2D with Artemis
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Our participation in Global Game Jam 2012 Uruguay
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Ludum dare 22 - Leave me alone!! - Post mortem
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Vampire Runner version 1.0.3 - some performance improvements
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Modifying textures using libGDX Pixmap in runtime - Explained
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Reusing Artemis entities by enabling, disabling and storing them
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Basic frustum culling to avoid rendering entities outside screen
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Simulating parallax scrolling for 2d game
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Leave me Alone!!, my game for Ludum Dare 22
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Vampire Runner Christmas Edition on Android Market
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Vampire Runner version 1.0.0 on Android Market
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Resizable Applets and Applications with LWJGL
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Some changes to animation4j to clean the API
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Scripting with Artemis Entity System Framework
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Making buttons using Inkscape - part 3
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Making buttons using Inkscape - part 2
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Making buttons using Inkscape - part 1
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LWJGL on Maven central
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Support Gemserk Studios with Donations
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Quick prototyping and sharing FTW!!
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Detecting collisions using libGDX Pixmap
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Modifying textures using libGDX Pixmap in runtime
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Super Flying Thing - Update 09
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First version of new random level generator for Super Flying Thing
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What's going on with the Super Flying Thing?
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A game prototype : Mad Jetpack
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Vampire Runner - Update 02
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Vampire Runner - Update 01
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Vampire Runner score on Ludum Dare 21
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Testing Android controls on libGDX PC application using libGDX remote
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Super Flying Thing - Update 08
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Vampire Runner, my game for Ludum Dare 21
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Ludum Dare 21, Here we go...
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Super Flying Thing - Update 07
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Super Flying Thing - Update 06
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Multiple Android controls for Super Flying Thing
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Some funny stuff on Super Flying Thing
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Super Flying Thing - Update 05
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Super Flying Thing - Update 04
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Building 2d sprites from 3d models using Blender
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Super Flying Thing - Update 03
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Super Flying Thing - Update 02
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Building levels for Super Flying Thing with Inkscape
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Super Flying Thing - Update 01
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Simplifying building bodies and joints with libGDX Box2D - 2
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Super Flying Thing With No Name - New game prototype
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Simplifying building bodies and joints with libGDX Box2D
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Second attempt at Highscores for games
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Face Hunt v1.0.7 - Update
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Improving how we show our games
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Face Hunt v1.0.6 - Update
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Face Hunt v1.0.5 - Update
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Animation4j - Synchronizer
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Using Inkscape as Scene Editor
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Ludum Dare 20
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Archers Vs Zombies - Dev Log - 03
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Archers Vs Zombies - Dev Log - 02
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Archers Vs Zombies - Dev Log - Controls
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Archers Vs Zombies - Update 01
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Archers Vs Zombies - Dev Log - 01
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Face Hunt - Android Market
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Face Hunt - Introduction
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Animation4j - Interpolation Functions
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Animation4j - Transitions
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Lighting Bolts Effect
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Animation4j Project Introduction
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JNLP Downloader Tool
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Slick2D Contest
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SVG Path Traversal in Java
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Maven Natives Dependencies Project
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Getdown
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JNLP Applet Loader
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LWJGL Applet Loader
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Games as Applets 3
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Ways to deploy a Java Game
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Games as Applets 2
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Ludum Dare 19 Results
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Games as Applets
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Ludum Dare 19
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Humble Indie Bundle #2
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Enter the contest - JSnakes
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JSnakes - Update - 2010/10/26
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JSnakes for a Contest
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Game Development Contest in Uruguay
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Android development
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Ludum Dare 18 Jam
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New way to show our games
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Zombie Rockers
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First game with Highscores
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First attempt at Highscores for games
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Dassault Dev Diary 3 - Collision Detection
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Dassault Dev Diary 2 - Animations
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Dassault Dev Diary 1 - Using layers to compose images
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Ludum Dare 17
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Jylonwars - Update - 2010/04/21
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Jylonwars
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Tower of Defense
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Signing JARs for Applet and Webstart
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Welcome