Gemi Games

Indie Games Developer


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If looks could kill

Throughout development of Double JUMP, I have been worried that perhaps my game is too similar to another game I love called Super Meat Boy (probably obvious if you’ve seen the video from my previous post Double JUMP – Pre alpha Playtest video).

Anyway, I’m just going to admit it openly because it is clear that my inspiration came from SMB but I’m going to explain some of the ways I think the two are different. Continue reading


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Double JUMP – Pre alpha Playtest Video

A short play test on most of the more structurally complete levels.

In the video I’m testing out a few different player control variables.  I’ve been tweaking and honing in on as close to perfect player control as I can.  I’ve created 6 snapshots of differing variable sets to flick through in game and I’m playing through each level with each set to eliminate my least favourite one at a time. Continue reading


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Pixel Shaders FTW

Ah pixel shaders.  I am by no means an expert on them but what you can do with them is only really limited to your imagination and your math ability.  They can do anything from simple things such as adjusting the colours of a scene to complex algorithms for normal mapped refractions through liquids.  Once I basically understood how to use this powerful tool, I quickly realised how much I didn’t know about them and what a huge world of weird and wonderful effects pixel shaders hold. Continue reading