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How we improved BITGUN's pixel art one step at a time

This is a side-by-side comparison of our pixel art from our upcoming game called BITGUN. These pictures are less than 3 months apart. In this post, I will show you our journey and describe the steps we took and what we were focusing on. The main secret of improving our art is simple though - keep working in small increments, improving one thing at a time, getting better at the process, and be consistent!

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Hamster Happiness

This weekend happened the Ludum Dare #47 game jam and with that also my first chance to participate. I was really excited and I decided to try to develop a game on my own, as we are normally collaborating on everything here at LogLog.Games, and I wanted to see the difference of working solo.

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Unity UI Toolkit First Steps

This article aims at explaining our first steps with the new Unity's UI Toolkit package, which is currently in preview. It exists alongside the original Unity UI as well as ImGUI, so the user can choose which system works the best for their use case. For a detailed comparison between all three, I recommend reading the official documentation. For us and our first big game, the UI Toolkit was a clear winner! The main advantage we see is the ability to develop UI in a very similar fashion as it is done in the world of web development - with markup and styling languages, separation of the structure, visage, and logic, and with the use of layouting frameworks like Flexbox.

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The website is live!

We finally have a website and a blog, hooray! It took us some time, but we realized that we do not have to write everything ourselves from scratch and thus we called for help the good old uncle Wordpress.

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