FullyBugged, to pixelart

BOOHABLOX - Arcade 👻, Our / / new take, on this genre, is now available on @itchio here:
➡️ https://fully-bugged.itch.io/boohablox

Try it out, any feedback is welcome! 🥰🎮

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FullyBugged,

We just released a new version with some few improvements thx to the feedback from the community!

➡️ https://fully-bugged.itch.io/boohablox/devlog/648248/update-version-102

Reminder: the game Boohablox is fully FREE, enjoy ! 👻🎮 🎉

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FullyBugged,

BoohabLox 1.1.1 is now available:
➡️https://fully-bugged.itch.io/boohablox/devlog/661790/update-version-111

We improved the Score System even more, the blocks colorblind's readability, and corrected few more hidden bugs.👾👻

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FullyBugged, to gamedev

Every weeks, our Puzzle League "copy" is getting more & more polish (Thx to our few Beta players' feedback). We hope it'll be soon in YOUR hands too (on ).

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video/mp4

FullyBugged, to gamedev

Our "Just for fun during the summer" Puzzle League copy on moves on. So simple and enjoyable already!

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video/mp4

FullyBugged, to gamedev

Yesterday's live session with is available:
https://youtu.be/2_E6fLyBMPU

Topics include:

  • initial setup
  • start a new project & available extensions
  • physical vs virtual inputs
  • 2D character customization
  • time distortion & effect on objects
  • audio filters

FullyBugged,

Second live session with is available:
https://youtube.com/watch?v=R1aZriywePM
Topics include:

  • data-driven debug
  • physics vs virtual inputs
  • local-only config override
  • offscreen rendering & data-driven rendering pipeline
  • using spawners to create simple crowds
FullyBugged,

Third live session with is now available: https://youtu.be/wU2V6wb8xbQ

We discussed clocks, as one of the core principles of :

  • DT (delta time)
  • Modifiers (fixed, maxed, average & multiply)
  • Global & Local time distortion
  • Global & Local timers

FullyBugged,

Forth session with is available here: https://youtube.com/watch?v=USv7avjphPM

Today's showcased feature is the animation system.
More precisely, was discussed the following points (video chapters available):

  • Automated sprite sheet processing
  • Seeding from files vs from config
  • Inheriting & overriding graphs, animations & frames
  • Synchronizing with custom events (FX, sound, etc.)

FullyBugged,

Fifth session with is available here: https://www.youtube.com/watch?v=qMFLeAymo7Q

Today's showcased feature is the resource system.
And more precisely:

  • Groups, Storages and Types
  • How resources are located and accessed
  • Priorities & Overlays (aka patching)
  • Caching & Hot-reload
  • On-the-fly swapping
  • Extension w/ new types (apk, bundle, web, etc.)

FullyBugged,

We forgot to share the 6th Live session, so, here it is: https://www.youtube.com/watch?v=XUwQblqLDUI

Showcased feature is SCROLL: a C++ thin-layer built on top of @orx that brings additional object-oriented features to the engine, including C++/config binding support.

FullyBugged,

The 7th @orx Live session is available here: https://www.youtube.com/watch?v=ldalDheXpVw

Covering 's recent(ish) features like:

  • orxMod & orxMovie extensions
  • Stagger FX property
  • Sound buses
  • Sound filters
  • Localization groups
  • Relative object positioning

FullyBugged,

The 8th @orx Live session is available here:
https://www.youtube.com/watch?v=VNtmGTI7aZM

Covering 's new bundle extension & all its aspects in details, including:

  • Advanced automatic resource discovery
  • Output to binary files or embed directly inside your executable
  • Cascading include/exclude filters
  • Compression and encryption
  • Detailed bundling log examination
  • Adding the extension to an existing project

FullyBugged,

The 10th Live Session is now available & is about ORX's Recent New Features:

https://youtu.be/Iu0j1Iy_hbs

  • Memory-based resources
  • Position & Pivot override literals
  • Finding children with paths
  • Locale updates
  • Using OnDelete for disappearing effects
  • New FXs additions (Curves & Types)
  • New options for shader/time parameters
  • Smaller misc additions

(9th session (Data-Driven Render Pipeline) had a recording problem)

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