DevLog #011 – Performance Update

Reducing Vertex Bandwidth Overhead After weeks of optimizing our voxel game engine, we still weren’t getting the kind of frame-rate we needed, so the decision was made to finally switch to using VBO‘s (Vertex Buffer Objects) to pass data to the GPU instead of passing vertex arrays every frame. This predictably improved performance a great […]

Fruits Orchard Tips & Tricks

Our fruit-smashing match-3 game, Fruits Orchard can be a tough game to beat, with hundreds of tricky puzzles to wrap your brain around. If you want to progress further, here are some tips for solving even the hardest of levels… Tip 1 – Make Use of Power-Fruit The Power-Fruit can be very useful for clearing […]

Mazuna World – Advanced Map Editor Secrets

Once you’ve unlocked the map editor in our latest Android platform game, Mazuna World, you can make anything you want with a little experimentation – but the game’s built-in editor contains many secrets to discover. In this post, we’re going to reveal 10 of the most useful tips for making the most of your levels… […]

Mastering Treasure Gems – Gameplay Tips

Everyone enjoys a good puzzle game to keep us occupied, and Treasure Gems for Android certainly has players scratching their heads at times – and with 280 challenging levels, we get a lot of questions from people asking how to progress, how to get more boosters, or if a certain level is even possible. The […]

DevLog #010 – Progress Update

In the last post we talked about getting the UI working, but in fact we’ve been working on much more than that – many of the gameplay elements are starting to come together; building and destroying blocks, player animations, and a working inventory. What started as a basic engine is starting to look like an […]

DevLog #009 – UI Design

It’s been a while since the last update, but despite the whole world grinding to a halt with this lockdown, we’ve been making decent progress on our voxel game project. The last 2 weeks have been focused almost entirely on getting a user interface into the game. Our engine has inherited a pretty advanced UI […]

In-House Tools: An Inside Look

Long before the days of writing mostly 2D games for Android, we were developing 3D tools for game development on Windows, and we created a 3D modelling application called deepMesh, which quickly grew in features and was briefly made available to other developers, before we decided to continue updating it purely as an in-house tool. […]

Playing Mazuna World with a Gamepad

Mazuna World is the first of our games to support a wide variety of Bluetooth gamepads, and even awards you an in-game trophy for connecting one – but if you’re still marking up your screen with cheeto dust and would prefer a proper controller, or even if you just want that extra trophy, we’re going […]