New’ish website and stuff

Hey all, We haven’t really updated our website for a looooong time.. very long time actually (too long) . Anyways, a lot has happened in the last few months, Luckslinger is coming along very well, (will post about that soon). And in February we’ve launched our Kickstarter and Greenlight campaigns for Luckslinger. Our greenlight is […]

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Tutorial: Implementing basic 2D touch controls in unity

Hey all, I’m marciano Viereck, the programmer @ Duckbridge and the other day I got a question about how to implement some basic 2D touch controls (for example that you can move something up, down, left and right by dragging it. In our framework we have code that allows us to use touch controls, so […]

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Luckslinger showcase at Hell o’ bullets event

Last friday we attended our first bigger event called Hell o’ Bullets which is a collaborative shoot’em up showcase by Amulware, bitHuffel, Critical Bit, Two Tribes and 2Awesome Studio with the support of Indietopia. Eventhough Luckslinger isn’t a ‘shoot’em up’ we were still allowed to showcase our game at the event, which was super cool! […]

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Hell o’ bullets

Good news! we will be showcasing Luckslinger at the ‘Hell o Bullets‘ event in Groningen at the 21st and 22nd of November! We’re really excited about it, but we still have quite some stuff left to fix for the event. Last Wednesday we also did a showcase at the ‘Connected Lunch’ event at the Dutch […]

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Luckslinger screenshots

We’re currently busy with working on Luckslinger. Luckslinger a hip hop infused spaghetti western action platformer with a lucky twist. It is a 2D action platformer in which luck is measurable, changeable and has an impact on the game world. We have made quite some content for the game already, but there is a still […]

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The Duckbridge life; the beginning

It’s been a while since I spoke about working fulltime at Duckbridge in the article ‘setting out on our own’ and at this moment we’ve been working fulltime at Duckbridge for 1.5 month or so. Time has gone by so fast that it doesn’t seem like that long ago that I quit my job to […]

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Setting out on our own; the inevitable!

It’s super exciting and scary at the same time; in a week we (Duckbridge) will be starting our own game company, it was kind of a scary and hard decision to make, but we decided to just go for it! Donald and I have been making videogames together for a little while now (almost a […]

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A spawning system that keeps our game interesting [p2/tech]

This article continues on our previous article (which can be seen here: http://www.duckbridge.nl/a-spawning-system-that-keeps-our-game-interesting-p1/ ). I recommend that you check that one out before this one, because it goes over the general idea of our spawning system for 15min Max (http://www.newgrounds.com/portal/view/641800). (I do recommend checking out the first article and the game, so that you can […]

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A spawning system that keeps our game interesting [p1]

For those who have played  15min Max (http://www.newgrounds.com/portal/view/641800) will be aware that the rooms in the game are spawned randomly, however, this is not entirely true. The spawning system for the rooms in 15min Max is a bit more complicated! The spawning system for 15min Max works by unlocking room types, this is done so […]

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From one game a month to one game in three months!

Hey dudes and dudettes, I’d like to talk about the ‘One Game A Month’ approach to developing games, which we’ve used quite some and has helped us alot with developing games. Before making our last game (15Min Max) we’ve been using this approach to game development called ‘One Game A Month’ which basically means that […]

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