Automatic wall generation
Most of my games use some form of random level generation. I love the process of creating the code to make that work, and I love that [..] read more
Most of my games use some form of random level generation. I love the process of creating the code to make that work, and I love that [..] read more
The theory behind the level-generator I’m creating for my turn-based rogue-like adventure read more
Hey there! So after the Heroes of Loot 2 release and me pushing a bunch of updates, I’ve also taken some time off and just [..] read more
I’ve been writing procedural level generators for a few years now, from the very simple levels in Gunslugs 1, flat ground area’s with platforms scattered above [..] read more
I decided to dive into the “Space” spin-off of Heroes of Loot (for those in the worry, Groundskeeper2 prototype is still alive, just on [..] read more
In the first part I told you how I created the open-world of Ashworld. In this part I’ll explain how I link all the buildings, entities and missions into [..] read more
So, where do you begin creating a game-type which you never created before? The correct answer is probably: research.. But since I’m more a guy [..] read more
We’re nearing the end of 2016, so it’s a nice time to make a little review of the year from the Orangepixel perspective. Games of 2016 First thing: [..] read more
No video update this time, since there is so much new code that the amount of bugs are pretty high and I’m not happy with [..] read more
Since I started Orangepixel I had one very strict rule: keep creating games, and do it quickly. This has brought me to where I am now: [..] read more
This week I did a little interview about Space Grunts, random levels, Ouya and PC vs Mobile game development, so check it out over here. I [..] read more
So where are the Gunslugs2 updates?!?! wellllll.. this is one? But it’s not a movie or anything like that, just this boring text blog… oh and [..] read more