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For fans of indie games and hardcore indie gamers, no matter at all whether these indies are commercial or freeware/opensource! This is a hub used for many indie news groups and a place for fans to share art and community collaborations.

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Out of Line - Brushes art power!

Out of Line - Brushes art power!

Out of Line Concept Art

A few techniques used in Out of Line abstract art style.

Day/Night cycle

Day/Night cycle

Atmocity Other

An in-depth description of the day/night cycle in Atmocity.

How I Created the Unlock Display System for Subsideria

How I Created the Unlock Display System for Subsideria

Subsideria Client Side Coding

In this tutorial I will be outlining and explaining how I created the unlock management system that is used for all of the power ups, abilities and game...

How to translate a game into a baker's dozen of languages?

How to translate a game into a baker's dozen of languages?

Egypt: Old Kingdom Other

We're Clarus Victoria Studio and our games - Stone Age, Bronze Age, Marble Age, Predynastic Egypt and to-be-released Egypt: Old kingdom are translated...

Creating Randomize Tiles for Unity 2D Tilemaps

Creating Randomize Tiles for Unity 2D Tilemaps

Memory Breach Mapping/Technical

This is how we create custom floor tiles to lay random floor sprites.

BoE waypoint system: How insects find their way

BoE waypoint system: How insects find their way

Brink of Extinction Client Side Coding

A detailed write-up on how I made the waypoint system in BoE.

Game Theory Secrets: Give your Mobile Platformer Better Controls

Game Theory Secrets: Give your Mobile Platformer Better Controls

Treasure Huntress: Super Sapphire Sisters Design/Concepts

Doing the Impossible. This helpful tutorial highlights some vital control scheme changes that many mobile games will need to employ in order to creatively...

Turret textures in Brink of Extinction

Turret textures in Brink of Extinction

Brink of Extinction Textures

A short step by step display of how I made the textures for the turrets in Brink of Extinction.

Animated Cutscenes No. 2

Animated Cutscenes No. 2

Crack: A Curious Wad of Gold Animation

Well, the animation of the 90s well very interfluced me as the kid when I saw them on Cartoon Network and Nicklodeon in early 2010s.

The music of swarms of insects

The music of swarms of insects

Brink of Extinction Music

A description of how I composed the music for Brink of Extinction.

The making of the (skins of the) enemies of BoE

The making of the (skins of the) enemies of BoE

Brink of Extinction Textures

A short article about some texturing tricks I used.

Nwtn tutorial

Nwtn tutorial

nwtn Other

Just a glance over the all of the controls, there shouldn't be anyone abandoned without an idea on how to play the game! Going through all the menus and...

Creating games with Unity. Work on the bugs in the Horde Attack

Creating games with Unity. Work on the bugs in the Horde Attack

Horde Attack Client Side Coding

The creation of the first game from beginning to early access on Steam. Subjective opinion about indie development on their own. Share personal experiences...

Classic and New I guess?

Classic and New I guess?

Crack: A Curious Wad of Gold Music

Something I need to listen, and add to my game. and please no modern-interfluced! just like the 90s.

Who'll Voice them?

Who'll Voice them?

Crack: A Curious Wad of Gold Voice Acting 1 comment

This is the inprovant event for the game. like the cutscenes.

How do you make a game for DOS in 2017?

How do you make a game for DOS in 2017?

Chuck Jones: Space Cop of the Future Client Side Coding

I've recently been getting some questions about my process such what tools I use or how I work. Seeing as I haven't written a super technical article...

Character Animation Workflow in The Iron Oath

Character Animation Workflow in The Iron Oath

The Iron Oath Animation 6 comments

A quick little guide on how I go about animating all of the characters in our dark tactical RPG The Iron Oath.

Work Manual

Work Manual

Lobotomy Corporation Other

Work Manual for beginners. We will add a tutorial later.

Infinite chunk generation in Unity (4 million blocks - 40 fps)

Infinite chunk generation in Unity (4 million blocks - 40 fps)

The Traveler (Voxel RPG) Client Side Coding

Here are some things we learned from our experience of designing fast, smooth and efficient chunk-based terrain generator.

Skelattack - Character Design

Skelattack - Character Design

Skelattack Design/Concepts 1 comment

A quick rundown of what I need to focus on when designing characters for Skelattack. Examples and detailed tips included!

Unity 3D: How we optimized Ragdoll animation of death

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

Paralycid - Implementing a virtual cursor with Unity

Paralycid - Implementing a virtual cursor with Unity

Paralycid UI/HUD

We have implemented a new virtual cursor for the in-game mobile phone in Paralycid.

From Concept to Assets

From Concept to Assets

Unlawful Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Game Dev & Design - Combat Visual Scripting (part 2)

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

"But you should go to the counter!" – Fixing A Bad Design

"But you should go to the counter!" – Fixing A Bad Design

The Tavern RPG Design/Concepts

We made a mistake in our design and we think it’s quite an interesting one, even if it’s rather small.

Nalia enters The Tavern – designing our first hero

Nalia enters The Tavern – designing our first hero

The Tavern RPG Design/Concepts

Moral Anxiety Studio is getting ready to release its first video game – The Tavern. While the beta tests are in progress and I try to polish the game’s...

Game Dev & Design - Combat Visual Scripting (part 1)

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK: Saturday Morning Cartoon Apocalypse Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK: Saturday Morning Cartoon Apocalypse UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

I am overburdened, miles of tiles

I am overburdened, miles of tiles

I Am Overburdened Textures

Short article, a bit tutorial-ish, about the tile graphics of I am overburdened.

I am overburdened, evolution of box-art

I am overburdened, evolution of box-art

I Am Overburdened Concept Art

Took most of last week off for vacation == no entries, sorry about that, but this week I'm going to make multiple videos and blog posts :) ! This first...

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Work Manual
Work Manual Basic Other
Making a Procedural 2D World in Unity Part I
Making a Procedural 2D World in Unity Part I Intermediate Level Design/Theory
Infinite chunk generation in Unity (4 million blocks - 40 fps)
Infinite chunk generation in Unity (4 million blocks - 40 fps) Intermediate Client Side Coding
Creating Randomize Tiles for Unity 2D Tilemaps
Creating Randomize Tiles for Unity 2D Tilemaps Basic Mapping/Technical
Day/Night cycle
Day/Night cycle Intermediate Other
Unity 3D: How we optimized Ragdoll animation of death
Unity 3D: How we optimized Ragdoll animation of death Intermediate Client Side Coding
Out of Line - Brushes art power!
Out of Line - Brushes art power! Basic Concept Art
Skelattack - Character Design
Skelattack - Character Design Basic Design/Concepts
How do you make a game for DOS in 2017?
How do you make a game for DOS in 2017? Intermediate Client Side Coding
How to Stand Out at Pax and Game Expos
How to Stand Out at Pax and Game Expos Basic Other
Separating Axis Theorem Physics Part 1 -  The Beginning
Separating Axis Theorem Physics Part 1 - The Beginning Intermediate Client Side Coding
Animated Cutscenes No. 2
Animated Cutscenes No. 2 Basic Animation
Character Animation Workflow in The Iron Oath
Character Animation Workflow in The Iron Oath Intermediate Animation
Devlog 10 / Building your Avatar for VR
Devlog 10 / Building your Avatar for VR Intermediate Skinning
A New Approach To Turn-Based Strategies
A New Approach To Turn-Based Strategies Basic Design/Concepts
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