Recent TweetsKilledByAPixel Here's a peek at some of what I'm working on. #indiedev #piroot https://t.co/AQtvYeWv9hKilledByAPixel It was not easy making this gif under 3 megs. #gamedev #piroot https://t.co/0SMJ0Ou5MPKilledByAPixel Just finished π√ Devlog 2. This one goes into some of the cool tile editing features of my game engine. https://t.co/BtsjCfVDZw #piroot
Frank Engine Commits
- change where terrain is auto saved - 12.12.18
- GamepadCanRumble - 12.12.18
- fix terrain physics user data - 12.12.18
- Terrain::Deform with list of gmis - 12.12.18
- add option to cleared freed blocks for debugging memory - 12.11.18
- GetGravityScale - 12.11.18
- fix bug where terrain could get saved when not in edit mode - 12.11.18
- clean up render state block - 12.11.18
- fix sound loop volume bug - 12.11.18
- cameraManualOverride - 12.10.18
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Author Archives: Frank
Showing off the cool tile set features in my game engine.
I’ve decided that I need to start making video devlogs to show off this game. This is my first attempt at making one and I’d like to release one every few weeks. In this devlog I will go over some … Continue reading
I’ve worked on many games, but I want to talk a little about how this specific project evolved because I’ve actually been working on it for over a decade! Almost 10 years ago I first posted about it on the Box2D fourms. … Continue reading
Today I am announcing the game that I have been working on, please enjoy this short video that introduces the gameplay… Unfortunately my version of WordPress chokes on the actual name so here I’ll just have to just call it … Continue reading
On the popular YouTube math channel StandUpMaths, they recently asked: How thick would a coin need to be so it landed on it’s side 1/3 of the time, making it a fair three sided coin? It turns out, this is … Continue reading
I’ve been working on some recursive shaders with Shadertoy… See more on my Shadertoy profile page.
“Marble Manic” is a procedural generated Marble Madness style game made to look like a game for the original Nintendo Game Boy. I made it for GBJam 5 at twitch.io in about a week in Unreal Engine 4. I experimented with many new things … Continue reading
It’s been great collaborating with id on DOOM’s multiplayer! It’s out now for Windows, Xbox One, and PlayStation 4.