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The new CoderChild Team

We just want to say that our the current CoderChild team is working flawlessly. The Game Design is being done by Pedro Fuentes who is applying all his knowledge in game mechanins and design to the...

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Merry Christmas & Happy Holidays!

We just want to wish you Merry Christmass and a happy new year! We hope the next year all your wishes will be realized! Merry Christmas & Happy Holidays

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Concept Art of a “Secret” project!

Hi all! This is a concept art of a “secret” project we’re developing… we’ve designed 19 levels so far … ; ) Secret concePt ARt of a KeY project at CodercHILD

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Dress To Play: Magic Bubbles! First Images of our newest game!

After some months of hard work we can finally say: it’s ready! and it’s here! Just need to wait for the approval and the game will be there for you, to enjoy it and play until you earn everything! To...

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NipponUnderworld Update #3

Just for your information I’ve already released a new video update of NipponUnderworld. There have been many improvements since last  version, although the most visible are the dialog boxes. You should...

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Nintendo Mario & Yoshi Friends interview

Here you’ll find the transcription of the interview that Nintendo Mario and Yoshi Friends did to me at the release of Cubit The Hardcore Platformer Robot in Europe. The original post in Italian can be...

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NipponUnderworld: Movement mechanic.

Movement is performed using the direction buttons dpad or whatever you wanna call it. Like in zillions of other games. It provides the directional movement of the player with a given speed and...

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NipponUnderworld: Orbs

Orbs will be the coin unit to buy things in NipponUnderworld. They are spawned by every enemy in the game (bosses: to study). I’ve thought several ways to get them, everyone has it’s gameplay...

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NipponUnderworld: Shooting mechanic.

Shooting in NipponUnderworld is handled holding the action button. You press and it fires at a given rate, you release, it stops shooting. That easy. I’ve implemented a cool (at least for me) mechanic...

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NipponUnderworld : Boss energy bar.

Today I’ve implemented the energy bar for the bosses or subboses of the game. Of course, all graphics are placeholders. Subboss and boss bars are shown at the end of a cinematic/dialog sequence. At the...

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New project “Maria Akane”

Hi! After Zombie Incident, I’m starting a new project. This time it seems it will be a more ambitious and longer project. Let’s see what happens : ) The project is called “Maria Akane”, which is the...

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From Actor Editor To Blender

(NOTE: – Expect a post somewhat technical. Please, if you’re not interested on game development you could just skip/miss it) – As this post doesn’t pretend to be a neither tutorial nor a paper, it’s is...

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Level creation workflow study

Note: This writting will be very summarized. It’s just a dev log. One of the things I’m studying the development of my next game using Unity, is because I expect I can use some cool features not...

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Game Controls Study

This week I’ve started investigating on the controls for the game. As I’m on the preproduction stage and this could be a project developed in Unity I decided to go for one of those “ready to use” 2D...

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Back to FuetEngine / Resolutions / Room management

(Once again another somewhat technical post) Back to FuetEngine. After some weeks studying the posibility of developing the new game in Unity, I decided to come back to my own engine for the...

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Devlog week 52-2014/01-2015

Just to decrease boredom, in this post, I’ll try to write less text and put more images! Ladders and one-way platforms The support for ladders was already existent, but there were some things still to...

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Preparing the anim controller

This week, I’ll continue the preparations to start working on the animation controller. I did some previous work before, but it needs to be updated and completed before proceeding to the following and...

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Dev Log #8: Player is now “controllable”

These days I’ve been very busy on my previous project, Zombie Incident. Nintendo of Europe has approved it and I had to work on the marketing materials: trailer, banners, screens,… This doesn’t mean...

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Dev Log #9: Breakable objects (and many other small things)

Summary of the many things implemented since last dev log. + Added events into skeletal animations, this way we can synchronize sounds and SFX at certain moments in the player animations. For instance...

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Dev Log #10: First play test version.

There are many things implemented since last develog as I haven’t been able to find a moment to update  the devlog. I’ve been very busy preparing the first playtest version. This version features just...

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