Game audio basics for a small 2D game, from sources to code
Game audio basics for small 2D games: where to find sound effects, licences to check, mixing levels, pitch variation, music loops and playing sound in Rust.
by Felicity Marrable
Guides, notes and release write-ups, newest first.
Game audio basics for small 2D games: where to find sound effects, licences to check, mixing levels, pitch variation, music loops and playing sound in Rust.
by Felicity Marrable
How to release an indie game on Steam, step by step: the Steam Direct fee, when to open the store page, wishlists, builds and depots, review, and launch day.
by Felicity Marrable
How to scope a game jam entry you can actually finish: an hour-by-hour plan, what to cut first, the order to polish in, and how to submit without panic.
by Felicity Marrable
How to ship a Rust game to the browser: the wasm32 target, WebGL2 or WebGPU, audio that waits for a click, async asset loading, file size and itch.io uploads.
by Kasimir Lund
How to paint a pixel art background with depth: value and saturation by layer, tileable strips, a parallax factor table and parallax scrolling code.
by Jun Takemura
Designing a pixel art character that reads at 16x16 and 32x32: silhouette, palette ramps, idle and walk cycles, facing directions and a sheet layout.
by Jun Takemura
A pixel art camera that stays crisp: render to a low resolution target, scale by integers, snap to the pixel grid and follow the player without shimmer.
by Odalys Brisco
A friendly map of wgpu for game developers: instance, adapter, device, queue, surface, pipelines and bind groups, then the path to a textured quad and first errors.
by Odalys Brisco
How to light a 2D game with HDR render targets, additive lights, tonemapping and bloom, with small WGSL snippets and a worked example for each pass in the chain.
by Odalys Brisco
ECS for 2D games in plain words: entities, components and systems, archetypes versus sparse sets, the hecs and bevy_ecs style, and when a Vec of structs wins.
by Tendai Mukwena
A fixed timestep game loop in Rust: why variable delta time breaks physics, the accumulator pattern, a spiral of death clamp, and interpolation for smooth drawing.
by Tendai Mukwena
Macroquad or Bevy for a first 2D game in Rust? A fair look at API style, compile times, ECS, ecosystem and web export, plus a table to help you pick one.
by Kasimir Lund