Frostory - Team OOPArts
Hello!
Today, I’d like to talk about the work we did to make placing doors (and windows) easier.



In our previous game, placing doors was relatively difficult.
The reason it was difficult was because you had to create a hole in the wall before placing a door.



The pain of placing doors and windows

Since our game is tile-based, holes also had to be made in tile units.


However, doors are not sized exactly to fit a tile.
In other words, the door image inevitably had to include graphics to fill the wall gap.


Also, to finely adjust the position of a door, we needed another version of the image with a different background.
To support placing a door offset by half a tile, we had to create both versions like above.


Still, we developed while enduring this hassle.
Game development produces mountains of issues, and unless they’re critical, we often overlook them.



The door issue that finally stood out


Walls implemented not with tilemaps, but with mesh renderers were added to our game.
And we needed to attach doors to these walls.

While tilemaps let us make holes on a grid, meshes require more complex calculations.
We’d even need to create a tool for carving holes.
So we started looking for a simpler method.



Improvement 1

Through some research, we found people use stencil buffers in such cases.
Stencil buffers are special rendering buffers used for masking, allowing certain areas to be rendered or not.


In the example above, only areas marked with 1 in the stencil buffer are rendered.
Unity's ShaderLab supports the stencil feature, so we used it to modify our door like this:


We used a texture for the darker area of the door, masking it with stencil so that the wall behind wouldn’t render.
The door frame was floated slightly in front of the wall to avoid z-fighting. ←!
It was a convenient method, and we used it for a while, but even this had its problems.



A new problem


Characters would sometimes render between the door and the wall.
It didn’t happen often—it only occurred when the Y position was aligned just right—but it was very annoying as a developer.

This happened because there was a tiny actual gap between the frame and the wall.
But if we pushed the frame closer to the wall, z-fighting would occur.



Improvement 2


So we created a new mask texture.
This mask included not just the hole but also the frame area.
In other words, we cut out the frame too.

This allowed us to place the frame flush with the wall without causing z-fighting.
But it meant needing an extra texture, which was a bit inconvenient.


Then we came up with the idea of using the frame texture itself for masking.
We painted the hole section of the frame texture with alpha 1.
It's barely visible to the eye, but since it’s not fully transparent, the hole still gets cut.



Final Result



All the hassle was resolved, and we can now place holed objects freely and conveniently.

Thanks for reading!

Idle Life - An Idle Game - LetsSxbi

Small Hotfix,

Fixed an issue that Prevent new Players from creating save's.

3:03am
Tackle for Loss - Dan3000
🎮 Tackle for Loss at gamescom 2025! 🏈

Tackle for Loss will be playable at gamescom 2025 in Cologne from August 20–22! The game is part of the medianet Berlin Brandenburg Pavilion in the Business Area, located in Hall 4.1, Booth C063g – D078g. Stop by to check out an exclusive gamescom build, meet the dev, and experience a unique take on tactical football gameplay.

👉 More info on the pavilion & indie games: https://gamescom.medianet-bb.de/#indiegames

WUCHANG: Fallen Feathers - AnimatedAnt_505
Dear Players,

First, we’d like to start by once again expressing our heartfelt thanks to all players who continues to support WUCHANG: Fallen Feathers. The feedback we’ve received so far has proven invaluable to the team. Your enthusiasm and encouragement continue to drive us forward.

Today, we bring news on a very minor hotfix which is rolling out as we speak, as well as news on our next major update, (1.5) which our team are working tirelessly on behind the scenes. To ensure the effectiveness and stability of the updates and fixes, we’re thoroughly testing everything before releasing it to all players. As of today, we're aiming to launch Patch 1.5 during the week of August 11th. Once we have locked in a concrete date, we’ll let you know!

AVAILABLE NOW - PATCH V 1.4.1

* To prepare for the upcoming AMD driver update and the next major patch update.



COMING SOON - WHAT TO EXPECT IN PATCH 1.5

See below a detailed rundown on what you can expect in our next major update. Please note this list is not final. We’ll share a complete list once the update has launched.



Features/Bug Fixes

* Slight adjustment to the invincibility frames during Wuchang’s get-up animation after being knocked down. This is to prevent players being punished during the get-up animation and to improve the game experience at early stages of the game.

* Sped up Wuchang’s healing animation slightly to ensure players have enough time to heal. The recovery animation after drinking can now be cancelled with a dodge, enhancing the strategic element. 

* Made adjustments to animations, values, and level design for certain NPCs and AI. 

* Addressed the issue causing audio playback stutter on certain hardware models.  

* Revised descriptions for some equipment, items and add/revise certain audio lines. 

* Fixed an issue where certain keys could not be set in the key binding menu, and where some key changes could not be saved after re-binding, such as, left shift, left ctrl, left alt.  

* Fixed the issue where the Buddha statue could disappear from the player’s inventory when force-quitting the game after it is placed in the Palace Hill of Chapter 1.  

* Fixed an issue with the combo-based Benediction and Jade Pendant not functioning correctly in NG+ cycles. 

* Addressed issues with certain terrain that can cause the player to become stuck. 

* Reduced elevator waiting time and fixed the issue in Chapter 5 where the elevator may trap the player at its destination.  

* Reduced impact resistance for some lower-level enemies. 

* Fixed an issue where super-sampling resolution would apply incorrect parameters when using the highest settings on high-end machines. 

* Other minor fixes.

Crash Fixes 

* Fixed an issue where changing screen resolution under certain conditions could cause the game to crash. 

* Fixed shader-related errors that occurred with certain NVIDIA graphics cards. 

* Fixed a GPU crash caused by certain semi-transparent assets in extreme scenarios. 

* Fixed a crash caused by unnecessary rendering calls in specific scenarios. 

* Fixed a crash caused by GPU hangs under specific conditions. 

* Fixed a crash that could occur with a certain probability at the end of map loading due to animation blueprint concurrency.

* Other minor fixes.
Nomad - Decerto

Hello Survivors!

Small update but brings some balance changes and new items. Read below for the changelog

Changelog
New Items
  • Charcoal Filter - Sterilize Dirty Water to make clean, drinkable water (Water Bottle)

  • Dresser - Change your skin without having to exit the game

Engine
  • Updated to latest Unity 6.1, should see some performance and stability gains

Bug Fixes
  • Fixed a bug that teleported players underground when crashing (and blowing up) a vehicle

Balance & Changes
  • Crafting materials for some items have been changed

  • Blast Furnace is now the only furnace that can smelt Improved Metal

  • Water Pump now pumps out dirty water

  • You can now craft Water Bottles

  • You can now force next a tutorial segment by using the /tnext command in chat

  • Fixed a bug that sometimes caused Improved Metal Ore to be gathered at double rate chance

  • Destroying a doorway will now destroy the attached door

  • New crosshair system added

  • Increased dust particles on Foundations

  • Optimized the noise of dust particles on Foundations

  • Fog is now stronger in full Storms

  • Added UI clicks to most buttons/actions

  • Fixed a bug with UI modal box when failed to connect to a server

  • Fixed physics force not applying to deer when killed

  • Fixed Auger Drill Magnet crafting tooltip

  • Chat message font size reduced slightly

Collectamon - Reinier303

Hello dear Collectamon players. Quick update for you all! Currently I'm working on localizing the game. The next update will quite likely be localization and some small fixes including some missing achievements.

Secondly, check this guy out!

We have some spare monster designs from the other updates and I though I could put them to use very well in the new update post localization!

I will be making a Safari Zone :D

That's all.

Have a great day <3

2:55am
Halloween Defense - answkddjs10
Renewal
2:54am
Graphic Tower Defense - Aminos

This is a small patch update

Update Contents:
  • Multiplayer mode now automatically uploads scores at regular intervals

  • Attempted to fix abnormal enemy spawning issues in multiplayer mode

  • All in-game music is now placed in the "Music" folder within the game directory

Note: Players using different versions cannot team up or see each other's room list.
The Butterfly Collector - Wicky_Yu

Disclaimer: "Fixed" might be optimistic. It’s entirely possible that in fixing this one, I’ve summoned three new bugs. Let’s all pretend this is fine.

2:47am
Halloween Defense - answkddjs10
Renewal
...

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