Latest news
AfterLoop iOs, update 1.0.8
We’ve updated AfterLoop on iOS, this update (1.0.8) integrates translations in Dutch and Russian, we’ve also fixed few graphical glitches, and updated Facebook share, Although Facebook share is still in review with Facebook.
AfterLoop released on Apple TV (tvOS)
AfterLoop is released on Apple TV (tvOS). The game is fully compatible with the siri remote and also with a gamepad! To get the game, search for AfterLoop in the App store, as we can’t provide a link for the Apple TV
AfterLoop released on iOS (Iphone and Ipad)
After almost 10 months of development, Sam and I are really proud to announce that AfterLoop is finally out on iOS. We hope that you will love the game as much as we’ve loved making it.
The version for Apple TV is on its way, as it’s being reviewed right now by Apple review team.
AfterLoop – Pre-release Trailer
It’s been up for a while on certain websites, but we didn’t want to make any big fuss out of it.
Art Internship opening at eXiin !
Flatbuffers for Unity + Sample Code
Saving and loading a game is something that any game should have by default these days. But after all these years, we still don’t have a universal way of saving data and each game uses different methods for storing and loading their info. This is pretty much normal, since the way we store the data depends on the type of game you’re making and how you’re making it.
For us, Afterloop is all about zero loading times, and choosing a format like XML and JSON for saving was out of question due to their slow parsing speeds.
We started with binary serialization, but soon enough we had problems making saves backwards compatible, we needed SPEED and FLEXIBILITY.
Flatbuffers had everything we needed.
In this post, I’ll explain how we used flatbuffers for saving and loading data in Unity.
Flatbuffers might seem scary and mysterious at first, but in reality it’s not that hard to use !
Obviously, this is not something that beginners should use but since I couldn’t find any examples of flatbuffers with Unity3D on the web, I had to make this post.
How we made a real life PR8 robot
Wow, it has been a while since we posted anything.
Gamescom was a tiring and exciting experience, it gave us lots of things to sort out.
But you know what was less tiring and more fun?
Building a real life version of our game’s protagonist PR8 !
Almost ready for the Gamescom
It’s been a whole month we’ve been preparing for Gamescom, and soon enough in a week Gamescom will start.
You might think that one month to prepare for Gamescom isn’t enough, but apparently it was for us !
Here are all the things we have ready for our expo so far :
BelgianGames.org is live !
We’re proud to announce that BelgianGames.org has opened on July 21th, the Belgian National Day !
So what is it?