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[24 Sep 2022] Live session #4 - Animation System.

The “denoised” version with chapters is now available.

Some of the topics that were discussed:

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

[24 Jul 2022] Live session #3 - Clocks, Timers & Time Distortion.

The “denoised” version with chapters is now available.

Some of the topics that were discussed:

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

[16 Jul 2022] Tenebra.

Tenebra is an atmospheric puzzle game with rogue-like elements. Guide the hapless protagonist to the exit, but also keep in mind that he is afraid of darkness and refuses to walk in the dark areas.

It’s is a Windows-Mac-Linux port of the popular Commodore 64 game from the same author.

[29 May 2022] Live session #2 - Data-Driven Debug & Inputs.

The “denoised” version with chapters is now available.

Some of the topics that were discussed:

  • Non-intrusive data-driven debug
  • Physics vs virtual inputs
  • Local-only config override
  • Offscreen rendering and data-driven rendering pipeline
  • Using a spawner to generate a simple crowd
  • Simple shader override

[15 May 2022] Live session #1: New Project using Init.

The “denoised” version with chapters is now available.

Some of the topics that were discussed:

  • first installation
  • starting a new project with init
  • all the available init extensions
  • one approach to modular 2D character customization
  • physical vs virtual inputs (makes local multiplayer trivial)
  • audio filters
  • on-the-fly procedural data generation
  • time distortion and effects on objects