Tags
-
blog 5
business 3
applet 8
deployment 9
java 9
maven 3
webstart 3
games 39
introduction 16
towerofdefense 1
jylonwars 3
update 28
contest 14
ld17 1
ludumdare 13
dassault 3
diary 9
howto 45
techniques 43
animations 5
collisions 1
gae 3
infrastructure 19
scores 5
zombierockers 2
ld18 1
android 28
platform 1
jsnakes 3
community 4
hib 1
ld19 2
discovertheway 1
postmortem 8
getdown 2
wordpress 2
lwjgl 4
development 51
eclipse 1
plugin 1
slick2d 1
tools 19
library 8
effects 1
animation4j 5
facehunt 5
archervszombies 5
inkscape 8
ld20 1
taken 1
box2d 4
libgdx 13
prototype 18
superflyingthing 17
leveldesign 1
blender 1
gimp 1
funny 1
controls 2
gamedesign 1
ld21 3
testing 1
results 1
vampirerunner 12
madjetpack 1
prototypes 2
donations 1
art 3
artemis 6
scripting 1
release 5
openfeint 1
ld22 2
leavemealone 2
2d 1
parallax 1
performance 5
ggj 1
medusa 1
uruguay 1
gui 1
synfig 1
internationalization 1
design 1
clashoftheolympians 1
googleplay 1
jresourcesmanager 1
localization 1
company 1
gpgs 1
story 2
networking 5
synchronized simulation 3
lockstep 3
analysis 1
clashroyale 1
unity 16
tinywarriors 1
ggj17 1
globalgamejam 1
optimization 1
strings 1
ui 1
ironhide 2
ironmarines 2
research 1
starcraft2 1
pigsmayhem 1
tips 1
ld44jam 2
inputsystem 1
gamedev 1
prefabs 1
ecs 1
unitytips 1
- blog » Support Gemserk Studios with Donations
- business » Game Development Contest in Uruguay
- applet » Resizable Applets and Applications with LWJGL
- deployment » Face Hunt - Android Market
- java » How we used Entity Component System (ECS) approach at Gemserk - 2/2
- maven » LWJGL on Maven central
- webstart » JNLP Downloader Tool
- games » We are working on a new Game for mobile devices named Dashy Ninja
- introduction » We are working on a new Game for mobile devices named Dashy Ninja
- towerofdefense » Tower of Defense
- jylonwars » First game with Highscores
- update » Vampire Runner version 1.0.4
- contest » Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
- ld17 » Ludum Dare 17
- ludumdare » Using the new Unity's Input System during Ludum Dare 44 Jam
- dassault » Dassault Dev Diary 3 - Collision Detection
- diary » Lockstep multiplayer first steps
- howto » Refactoring Data stored in Unity Prefabs, Scenes and other Assets
- techniques » Using Custom Editors to interact with Unity ECS World
- animations » Building 2d animations using Inkscape and Synfig
- collisions » Dassault Dev Diary 3 - Collision Detection
- gae » Second attempt at Highscores for games
- infrastructure » Refactoring Data stored in Unity Prefabs, Scenes and other Assets
- scores » How Google Play Game Services softly killed Vampire Runner
- zombierockers » SVG Path Traversal in Java
- ld18 » Ludum Dare 18 Jam
- android » Our solution to handle multiple screen sizes in Android – Part three
- platform » Android development
- jsnakes » Enter the contest - JSnakes
- community » Did you miss us?
- hib » Humble Indie Bundle #2
- ld19 » Ludum Dare 19 Results
- discovertheway » Ludum Dare 19 Results
- postmortem » How we used Entity Component System (ECS) approach at Gemserk - 2/2
- getdown » Getdown
- wordpress » Improving how we show our games
- lwjgl » Resizable Applets and Applications with LWJGL
- development » Refactoring Data stored in Unity Prefabs, Scenes and other Assets
- eclipse » Maven Natives Dependencies Project
- plugin » Maven Natives Dependencies Project
- slick2d » Slick2D Contest
- tools » Using Custom Editors to interact with Unity ECS World
- library » How we used Entity Component System (ECS) approach at Gemserk - 2/2
- effects » Lighting Bolts Effect
- animation4j » Toasting with LibGDX Scene2D and Animation4j
- facehunt » Face Hunt v1.0.7 - Update
- archervszombies » Archers Vs Zombies - Dev Log - 03
- inkscape » Area triggers using Box2D, Artemis and SVG paths
- ld20 » Ludum Dare 20
- taken » Ludum Dare 20
- box2d » Area triggers using Box2D, Artemis and SVG paths
- libgdx » Our resources manager and how it helped in localizing Clash of the Olympians
- prototype » Making mockups and prototypes to minimize problems
- superflyingthing » Returning to Global Game Jam after 5 years
- leveldesign » Building levels for Super Flying Thing with Inkscape
- blender » Building 2d sprites from 3d models using Blender
- gimp » Building 2d sprites from 3d models using Blender
- funny » Some funny stuff on Super Flying Thing
- controls » Decoupling game logic from input handling logic
- gamedesign » Multiple Android controls for Super Flying Thing
- ld21 » Vampire Runner score on Ludum Dare 21
- testing » Testing Android controls on libGDX PC application using libGDX remote
- results » Vampire Runner score on Ludum Dare 21
- vampirerunner » How Google Play Game Services softly killed Vampire Runner
- madjetpack » A game prototype : Mad Jetpack
- prototypes » Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
- donations » Support Gemserk Studios with Donations
- art » Making buttons using Inkscape - part 3
- artemis » How we used Entity Component System (ECS) approach at Gemserk - 2/2
- scripting » Scripting with Artemis Entity System Framework
- release » Clash of the Olympians for Android
- openfeint » Vampire Runner Christmas Edition on Android Market
- ld22 » Ludum dare 22 - Leave me alone!! - Post mortem
- leavemealone » Ludum dare 22 - Leave me alone!! - Post mortem
- 2d » Simulating parallax scrolling for 2d game
- parallax » Simulating parallax scrolling for 2d game
- performance » Our tips to improve Unity UI performance when making games for mobile devices
- ggj » Our participation in Global Game Jam 2012 Uruguay
- medusa » Our participation in Global Game Jam 2012 Uruguay
- uruguay » Our participation in Global Game Jam 2012 Uruguay
- gui » Toasting with LibGDX Scene2D and Animation4j
- synfig » Building 2d animations using Inkscape and Synfig
- internationalization » Android and Desktop games internationalization using Java and LibGDX
- design » Decoupling game logic from input handling logic
- clashoftheolympians » Clash of the Olympians for Android
- googleplay » Clash of the Olympians for Android
- jresourcesmanager » Our resources manager and how it helped in localizing Clash of the Olympians
- localization » Our resources manager and how it helped in localizing Clash of the Olympians
- company » Did you miss us?
- gpgs » How Google Play Game Services softly killed Vampire Runner
- story » Using the new Unity's Input System during Ludum Dare 44 Jam
- networking » The story of the non deterministic Replay
- synchronized simulation » The story of the non deterministic Replay
- lockstep » The story of the non deterministic Replay
- analysis » A basic analysis of Clash Royale multiplayer solution
- clashroyale » A basic analysis of Clash Royale multiplayer solution
- unity » Refactoring Data stored in Unity Prefabs, Scenes and other Assets
- tinywarriors » Making mockups and prototypes to minimize problems
- ggj17 » Returning to Global Game Jam after 5 years
- globalgamejam » Returning to Global Game Jam after 5 years
- optimization » Using Unity Text to show numbers without garbage generation
- strings » Using Unity Text to show numbers without garbage generation
- ui » Using Unity Text to show numbers without garbage generation
- ironhide » Implementing Fog of War for RTS games in Unity 1/2
- ironmarines » Implementing Fog of War for RTS games in Unity 1/2
- research » Playing with Starcraft 2 Editor to understand how a good RTS is made
- starcraft2 » Playing with Starcraft 2 Editor to understand how a good RTS is made
- pigsmayhem » Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
- tips » Our tips to improve Unity UI performance when making games for mobile devices
- ld44jam » Using the new Unity's Input System during Ludum Dare 44 Jam
- inputsystem » Using the new Unity's Input System during Ludum Dare 44 Jam
- gamedev » Using Unity Prefabs and GameObjects only for data.
- prefabs » Using Unity Prefabs and GameObjects only for data.
- ecs » Using Custom Editors to interact with Unity ECS World
- unitytips » Using Custom Editors to interact with Unity ECS World
» Improving how we show our games
» Games as Applets 3
» New way to show our games
» Welcome
» Android development
» Welcome
» JNLP Applet Loader
» LWJGL Applet Loader
» Games as Applets 3
» Ways to deploy a Java Game
» Games as Applets 2
» Games as Applets
» Signing JARs for Applet and Webstart
» Getdown
» JNLP Applet Loader
» LWJGL Applet Loader
» Games as Applets 3
» Ways to deploy a Java Game
» Games as Applets 2
» Games as Applets
» Signing JARs for Applet and Webstart
» How we used Entity Component System (ECS) approach at Gemserk - 1/2
» Android and Desktop games internationalization using Java and LibGDX
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Animation4j Project Introduction
» JNLP Downloader Tool
» SVG Path Traversal in Java
» Signing JARs for Applet and Webstart
» Maven Natives Dependencies Project
» Signing JARs for Applet and Webstart
» Ways to deploy a Java Game
» Signing JARs for Applet and Webstart
» Clash of the Olympians for Android
» Ludum dare 22 - Leave me alone!! - Post mortem
» Leave me Alone!!, my game for Ludum Dare 22
» Super Flying Thing - Update 09
» A game prototype : Mad Jetpack
» Vampire Runner - Update 02
» Vampire Runner - Update 01
» Super Flying Thing - Update 08
» Vampire Runner, my game for Ludum Dare 21
» Super Flying Thing - Update 07
» Super Flying Thing - Update 06
» Super Flying Thing - Update 05
» Super Flying Thing - Update 04
» Super Flying Thing - Update 03
» Super Flying Thing - Update 02
» Super Flying Thing - Update 01
» Super Flying Thing With No Name - New game prototype
» Face Hunt v1.0.7 - Update
» Face Hunt v1.0.6 - Update
» Face Hunt v1.0.5 - Update
» 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
» SVG Path Traversal in Java
» Ludum Dare 19
» JSnakes - Update - 2010/10/26
» JSnakes for a Contest
» Ludum Dare 18 Jam
» Zombie Rockers
» 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
» What to consider as game state when validating a simulated synchronization.
» Understanding Unity Networking (Unet)
» Exploring Remote Multiplayer
» Quick prototyping and sharing FTW!!
» A game prototype : Mad Jetpack
» Super Flying Thing - Update 01
» Super Flying Thing With No Name - New game prototype
» Archers Vs Zombies - Dev Log - 01
» Face Hunt - Introduction
» Animation4j Project Introduction
» JSnakes for a Contest
» Game Development Contest in Uruguay
» Zombie Rockers
» Jylonwars
» Tower of Defense
» Jylonwars - Update - 2010/04/21
» Jylonwars
» Vampire Runner version 1.0.3 - some performance improvements
» Reusing Artemis entities by enabling, disabling and storing them
» Vampire Runner Christmas Edition on Android Market
» Vampire Runner version 1.0.0 on Android Market
» Some changes to animation4j to clean the API
» Super Flying Thing - Update 09
» What's going on with the Super Flying Thing?
» Vampire Runner - Update 02
» Vampire Runner - Update 01
» Super Flying Thing - Update 08
» Vampire Runner, my game for Ludum Dare 21
» Super Flying Thing - Update 07
» Super Flying Thing - Update 06
» Super Flying Thing - Update 05
» Super Flying Thing - Update 04
» Super Flying Thing - Update 03
» Super Flying Thing - Update 02
» Face Hunt v1.0.7 - Update
» Improving how we show our games
» Face Hunt v1.0.6 - Update
» Face Hunt v1.0.5 - Update
» Archers Vs Zombies - Dev Log - 02
» Archers Vs Zombies - Update 01
» Face Hunt - Android Market
» Enter the contest - JSnakes
» JSnakes - Update - 2010/10/26
» Jylonwars - Update - 2010/04/21
» Our participation in Global Game Jam 2012 Uruguay
» Ludum dare 22 - Leave me alone!! - Post mortem
» Leave me Alone!!, my game for Ludum Dare 22
» Vampire Runner, my game for Ludum Dare 21
» Ludum Dare 20
» Slick2D Contest
» Ludum Dare 19 Results
» Ludum Dare 19
» Enter the contest - JSnakes
» JSnakes for a Contest
» Game Development Contest in Uruguay
» Ludum Dare 18 Jam
» Ludum Dare 17
» The making of Bankin' Bacon: A dev experience we can take to the piggy bank
» Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
» Ludum dare 22 - Leave me alone!! - Post mortem
» Leave me Alone!!, my game for Ludum Dare 22
» Vampire Runner score on Ludum Dare 21
» Vampire Runner, my game for Ludum Dare 21
» Ludum Dare 21, Here we go...
» Ludum Dare 20
» Ludum Dare 19 Results
» Ludum Dare 19
» Ludum Dare 18 Jam
» Ludum Dare 17
» Dassault Dev Diary 2 - Animations
» Dassault Dev Diary 1 - Using layers to compose images
» Exploring Remote Multiplayer
» What's going on with the Super Flying Thing?
» Archers Vs Zombies - Dev Log - 03
» Archers Vs Zombies - Dev Log - Controls
» Archers Vs Zombies - Dev Log - 01
» Dassault Dev Diary 3 - Collision Detection
» Dassault Dev Diary 2 - Animations
» Dassault Dev Diary 1 - Using layers to compose images
» Using Custom Editors to interact with Unity ECS World
» 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 - 2/2
» How we used Entity Component System (ECS) approach at Gemserk - 1/2
» Assigning interface dependencies to MonoBehaviour fields in Unity Editor
» Our tips to improve Unity UI performance when making games for mobile devices
» Playing with Starcraft 2 Editor to understand how a good RTS is made
» Using Unity Text to show numbers without garbage generation
» Making mockups and prototypes to minimize problems
» A basic analysis of Clash Royale multiplayer solution
» Our solution to handle multiple screen sizes in Android – Part three
» Our solution to handle multiple screen sizes in Android – Part two
» Our solution to handle multiple screen sizes in Android - Part one
» Drawing a projectile trajectory like Angry Birds using 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
» How we use Box2D with Artemis
» 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
» Resizable Applets and Applications with LWJGL
» Making buttons using Inkscape - part 3
» Making buttons using Inkscape - part 2
» Making buttons using Inkscape - part 1
» Testing Android controls on libGDX PC application using libGDX remote
» Multiple Android controls for Super Flying Thing
» Building 2d sprites from 3d models using Blender
» Building levels for Super Flying Thing with Inkscape
» Simplifying building bodies and joints with libGDX Box2D - 2
» Simplifying building bodies and joints with libGDX Box2D
» Animation4j - Synchronizer
» Using Inkscape as Scene Editor
» Archers Vs Zombies - Dev Log - 03
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Lighting Bolts Effect
» SVG Path Traversal in Java
» Games as Applets 2
» Games as Applets
» Dassault Dev Diary 1 - Using layers to compose images
» 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
» Assigning interface dependencies to MonoBehaviour fields in Unity Editor
» Our tips to improve Unity UI performance when making games for mobile devices
» Using Unity Text to show numbers without garbage generation
» Making mockups and prototypes to minimize problems
» Delegating responsibilities from the engine to the game
» The story of the non deterministic Replay
» 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
» Drawing a projectile trajectory like Angry Birds using 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
» How we use Box2D with Artemis
» 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
» Resizable Applets and Applications with LWJGL
» Scripting with Artemis Entity System Framework
» Making buttons using Inkscape - part 3
» Making buttons using Inkscape - part 2
» Making buttons using Inkscape - part 1
» Detecting collisions using libGDX Pixmap
» Modifying textures using libGDX Pixmap in runtime
» First version of new random level generator for Super Flying Thing
» Building 2d sprites from 3d models using Blender
» Building levels for Super Flying Thing with Inkscape
» Simplifying building bodies and joints with libGDX Box2D - 2
» Simplifying building bodies and joints with libGDX Box2D
» Using Inkscape as Scene Editor
» Archers Vs Zombies - Dev Log - 03
» Lighting Bolts Effect
» SVG Path Traversal in Java
» Dassault Dev Diary 3 - Collision Detection
» Dassault Dev Diary 2 - Animations
» Dassault Dev Diary 1 - Using layers to compose images
» Implementing transitions between screens
» Building 2d sprites from 3d models using Blender
» Animation4j Project Introduction
» Dassault Dev Diary 2 - Animations
» First game with Highscores
» First attempt at Highscores for games
» Sharing code between Unity projects
» How we used Entity Component System (ECS) approach at Gemserk - 2/2
» How we used Entity Component System (ECS) approach at Gemserk - 1/2
» A Simple Selection History Window For Unity
» The story of the non deterministic Replay
» Lockstep multiplayer first steps
» LWJGL on Maven central
» Second attempt at Highscores for games
» Getdown
» LWJGL Applet Loader
» Games as Applets 3
» Ways to deploy a Java Game
» Games as Applets 2
» Games as Applets
» Android development
» New way to show our games
» First game with Highscores
» First attempt at Highscores for games
» Vampire Runner version 1.0.4
» Second attempt at Highscores for games
» First game with Highscores
» First attempt at Highscores for games
» Zombie Rockers
» 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
» Android and Desktop games internationalization using Java and LibGDX
» Vampire Runner version 1.0.4
» Vampire Runner version 1.0.3 - some performance improvements
» Vampire Runner Christmas Edition on Android Market
» Vampire Runner version 1.0.0 on Android Market
» Super Flying Thing - Update 09
» Vampire Runner - Update 02
» Vampire Runner - Update 01
» Testing Android controls on libGDX PC application using libGDX remote
» Super Flying Thing - Update 08
» Super Flying Thing - Update 07
» Super Flying Thing - Update 06
» Super Flying Thing - Update 05
» Super Flying Thing - Update 04
» Super Flying Thing - Update 03
» Super Flying Thing - Update 02
» Super Flying Thing - Update 01
» Super Flying Thing With No Name - New game prototype
» Face Hunt v1.0.7 - Update
» Face Hunt v1.0.6 - Update
» Face Hunt v1.0.5 - Update
» Face Hunt - Android Market
» Face Hunt - Introduction
» Android development
» JSnakes - Update - 2010/10/26
» JSnakes for a Contest
» Quick prototyping and sharing FTW!!
» Slick2D Contest
» Humble Indie Bundle #2
» Ludum Dare 19
» How we used Entity Component System (ECS) approach at Gemserk - 1/2
» Pigs Mayhem in Space, our Ludum Dare Jam #38 entry
» Did you miss us?
» Our participation in Global Game Jam 2012 Uruguay
» Ludum dare 22 - Leave me alone!! - Post mortem
» Vampire Runner score on Ludum Dare 21
» Ludum Dare 19 Results
» Ways to deploy a Java Game
» Games as Applets 3
» LWJGL on Maven central
» JNLP Applet Loader
» LWJGL Applet Loader
» 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 - 1/2
» Assigning interface dependencies to MonoBehaviour fields in Unity Editor
» We are working on a new Game for mobile devices named Dashy Ninja
» Playing with Starcraft 2 Editor to understand how a good RTS is made
» 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
» Lockstep multiplayer first steps
» 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
» Decoupling game logic from input handling logic
» Modifying textures using libGDX Pixmap in runtime - Explained
» Scripting with Artemis Entity System Framework
» Quick prototyping and sharing FTW!!
» 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?
» Testing Android controls on libGDX PC application using libGDX remote
» Super Flying Thing - Update 08
» 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
» Super Flying Thing - Update 03
» Super Flying Thing - Update 02
» Super Flying Thing - Update 01
» Super Flying Thing With No Name - New game prototype
» Second attempt at Highscores for games
» Animation4j - Synchronizer
» 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
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Lighting Bolts Effect
» Animation4j Project Introduction
» Maven Natives Dependencies Project
» Using Unity Prefabs and GameObjects only for data.
» Implementing Fog of War for RTS games in Unity 2/2
» 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
» Playing with Starcraft 2 Editor to understand how a good RTS is made
» A Simple Selection History Window For Unity
» The story of the non deterministic Replay
» Building 2d animations using Inkscape and Synfig
» Testing Android controls on libGDX PC application using libGDX remote
» Building 2d sprites from 3d models using Blender
» Animation4j - Synchronizer
» Using Inkscape as Scene Editor
» Archers Vs Zombies - Dev Log - 03
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Animation4j Project Introduction
» JNLP Downloader Tool
» How we used Entity Component System (ECS) approach at Gemserk - 1/2
» Our resources manager and how it helped in localizing Clash of the Olympians
» Some changes to animation4j to clean the API
» Animation4j - Synchronizer
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Animation4j Project Introduction
» Some changes to animation4j to clean the API
» Animation4j - Synchronizer
» Animation4j - Interpolation Functions
» Animation4j - Transitions
» Face Hunt v1.0.6 - Update
» Face Hunt v1.0.5 - Update
» Face Hunt - Android Market
» Face Hunt - Introduction
» Archers Vs Zombies - Dev Log - 02
» Archers Vs Zombies - Dev Log - Controls
» Archers Vs Zombies - Update 01
» Archers Vs Zombies - Dev Log - 01
» Building 2d animations using Inkscape and Synfig
» Making buttons using Inkscape - part 3
» Making buttons using Inkscape - part 2
» Making buttons using Inkscape - part 1
» Building levels for Super Flying Thing with Inkscape
» Using Inkscape as Scene Editor
» Archers Vs Zombies - Dev Log - 03
» How we use Box2D with Artemis
» Simplifying building bodies and joints with libGDX Box2D - 2
» Simplifying building bodies and joints with libGDX Box2D
» Our solution to handle multiple screen sizes in Android – Part two
» 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
» Implementing transitions between screens
» Toasting with LibGDX Scene2D and Animation4j
» Modifying textures using libGDX Pixmap in runtime - Explained
» Detecting collisions using libGDX Pixmap
» Modifying textures using libGDX Pixmap in runtime
» Testing Android controls on libGDX PC application using libGDX remote
» Simplifying building bodies and joints with libGDX Box2D - 2
» Simplifying building bodies and joints with libGDX Box2D
» Lockstep multiplayer first steps
» Exploring Remote Multiplayer
» Modifying textures using libGDX Pixmap in runtime - Explained
» Detecting collisions using libGDX Pixmap
» Modifying textures using libGDX Pixmap in runtime
» Super Flying Thing - Update 09
» A game prototype : Mad Jetpack
» Super Flying Thing - Update 08
» Ludum Dare 21, Here we go...
» Super Flying Thing - Update 07
» Super Flying Thing - Update 06
» Some funny stuff on Super Flying Thing
» Super Flying Thing - Update 05
» Super Flying Thing - Update 04
» Super Flying Thing - Update 02
» Super Flying Thing - Update 01
» Super Flying Thing With No Name - New game prototype
» 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?
» Super Flying Thing - Update 08
» 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
» Multiple Android controls for Super Flying Thing
» Vampire Runner, my game for Ludum Dare 21
» Ludum Dare 21, Here we go...
» Toasting with LibGDX Scene2D and Animation4j
» Vampire Runner version 1.0.4
» Vampire Runner version 1.0.3 - some performance improvements
» Reusing Artemis entities by enabling, disabling and storing them
» Basic frustum culling to avoid rendering entities outside screen
» Simulating parallax scrolling for 2d game
» Vampire Runner Christmas Edition on Android Market
» Vampire Runner version 1.0.0 on Android Market
» Vampire Runner - Update 02
» Vampire Runner - Update 01
» Vampire Runner score on Ludum Dare 21
» Quick prototyping and sharing FTW!!
» Making buttons using Inkscape - part 2
» Making buttons using Inkscape - part 1
» Area triggers using Box2D, Artemis and SVG paths
» How we use Box2D with Artemis
» Reusing Artemis entities by enabling, disabling and storing them
» Basic frustum culling to avoid rendering entities outside screen
» Scripting with Artemis Entity System Framework
» Vampire Runner version 1.0.4
» Vampire Runner version 1.0.3 - some performance improvements
» Vampire Runner Christmas Edition on Android Market
» Vampire Runner version 1.0.0 on Android Market
» Leave me Alone!!, my game for Ludum Dare 22
» Leave me Alone!!, my game for Ludum Dare 22
» Using Unity Text to show numbers without garbage generation
» Vampire Runner version 1.0.3 - some performance improvements
» Reusing Artemis entities by enabling, disabling and storing them
» Basic frustum culling to avoid rendering entities outside screen
» How Google Play Game Services softly killed Vampire Runner
» What to consider as game state when validating a simulated synchronization.
» Understanding Unity Networking (Unet)
» Lockstep multiplayer first steps
» Exploring Remote Multiplayer
» Lockstep multiplayer first steps
» Exploring Remote Multiplayer
» What to consider as game state when validating a simulated synchronization.
» Lockstep multiplayer first steps
» 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
» 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
» Understanding Unity Networking (Unet)
» Playing with Starcraft 2 Editor to understand how a good RTS is made
» Playing with Starcraft 2 Editor to understand how a good RTS is made
» The making of Bankin' Bacon: A dev experience we can take to the piggy bank