Posts Tagged ‘pixel art’
Hello people. My small game for this ludum dare is done.
Greedy explorer is a puzzle/sokoban game with 10 levels where you play as an explorer who want’s to get all the gold nuggets around the caves. Beware the enemies and avoid being trapped.
You can play the game here: graphiconic.com/greedy_explorer/
I did this game just for fun with puzzlescript and with the help of some friends (because pixel art in 5×5 is damn hard). Enjoy the game and any other thing you can catch me on twitter to talk about game dev in general.
Cheers and see you in the next ludum dare
So this weekend is somewhat busy for me, I have other work I have to finish but in between when I have free time, I’m attempting to work on my jam entry. Not even sure if I’ll finish, but I’ll most likely submit what I have at the end of it. I only began an hour ago, 9 hours after the jam began.
I did some pixel art (I use that loosely), since it’s my first attempt at art, completely going in blind, I haven’t even read on any pixel art techniques, just attempting from an image in my head to pixels. The approach I’m taking to the game however, is that of a JRPG, mostly including the turn-based order of actions in the vein of Final Fantasy IV for example, with a simple Active Time Battle-esque approach common in the series. The simple premise is that you’re in a nuclear shelter beneath the surface, which I am going to expand upon and saving the details as a surprise for when people can hopefully play it and how the gameplay relates to being under the “surface”.
Here’s a basic character and punch animation, first pass.
Here’s the character placed in a quick concept of a wall/corridor, testing the palettes.
And here’s a piece of the wall in-engine using dynamic lighting for the pixel art, I haven’t created the normal/light maps for the rest of it, so it only shows the wall canvas as a test. First pass and still requires a lot of tweaking.
Action menu for a battle sequence, still using an old palette I haven’t changed yet. An in-engine concept, supports both keyboard and mouse control.
Hey there, well Iam very new at the Indie Gamedev scene and very happy about having a weekend full of free time to work on a new game. Iam very excited about my first upcoming Ludum Dare Weekend because its limited on 48hours and I want to know what I can do in this time. For now I thought a bit about the tools I want to use/learn/get better with.
Development : Construct 2
Graphics: GraphicsGale for PixelArt, Photoshop for screenshots/collage
Music: SFXR, BFXR, FamiTracker
Good luck and much fun to everyone!
Wanna #LD48 #LD29 Pixelart Wallpaper?
Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)
It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.
The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too
Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.
That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!
Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too)
Era of Errors (webcomic)
First Page of the webcomic
Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.
More details at the link above.
Midnight Minigun is a top-down shooter where you fight the rising tide of Zombification in a small-town community. This was my third Ludum Dare and I only had 24h in which to create my entry … on the whole I was pretty happy with this one, I hope you like it!
What went right
1. Preparation – I knew I’d only have a single day in which to create my entry, so making sure emy tools were sharp in advance was vital. I stripped down my last LD entry to base code and was ready to hit the ground running. Preparation also meant treating my family well and bringing everyone on board in a team effort – the Zombie noises were provided by my 6-month old daughter and slowed down in Audacity
2. Tiny scope – dawn til dusk is not a lot of time and I wanted the game to be polished – that meant avoiding feature creep at all costs. The main feature I cut was a mechanic where humans would follow you. You could lead them to the fenced area in top-centre of the map and they would be “saved” and un-killable. It broke the flow too much so I cut it early. However the game is very simple as a result and could benefit from another feature or two… 8×8 pixel sprites was also the right move for my limited art skills!
3. Two phases: core then juice – I watched the “juice it or lose it” video linked by a previous LD48 poster and this really cemented “polish” for me. Polish is what makes a game shine and without it your game will always be dull. The biggest win is SOUND, so I grabbed the free music from Franklin Webber early on and made sure the gun sounds were bang on. Other additions to juiciness are the screen shake, darkness vignette and particles. Without these the game would be shallow and dull.
What went wrong
1. Struggles with art – I knew this game needed fun animations and readable sprites and environment. I really wanted a gorgeous colour palette to unite the elements but this proved elusive so the result is a bit of a mishmash – the dark vignette hides many evils! Creation of the environment tiles was really tough for me – I had plans for a school, shopping mall, carparks, cars etc … I just didn’t have the skills to pull that all off so the environment ends up feeling a little sparse.
2. Lack of reliable excitement curve – Ideally games should start with a hook, feature periods of tension and release, before a climactic finale (see e.g. Jesse Schell’s Art of Game Design). I think I have the first two but it is quite possible for the game to fizzle out / become a bit of a dull trudge to mop up stragglers. I would really have liked some kind of key event like a boss battle to provide an exciting conclusion…
3. Missed opportunity to add story – I kicked myself here as I really intended to get the player to drop some one-liners etc when you died/respawned. This sort of thing really lifts the experience and adds humour and character – alas, I chose to just “ship it” and regretted this afterwards. The ending is also a bit un-rewarding. Something tied into the fiction of the game would have been better, with a custom win screen with some nice art assets picturing your triumph or whatever.
I had such a blast making this game, and I’m pleased with the result. I really wanted to convey the feeling of mowing down hordes with a minigun (rather like the jungle scene in Predator…see below!) and people seem to dig firing that gun! It’s a simple and short experience that doesn’t outstay its welcome, and I think there is plenty of scope to add features for version two.
The comments and feedback I’ve received have been humbling, thank you Ludum Dare!
Or watch Predator here:
Wow, that was close.
Two programmers, 72 hours, first attempt to draw stuff, a lot of fun! If you like space battles, check our project here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=22214
After adding the parts to flip the tiles it was still kind of crazy so I had to go through and clean things up, make some things work how I didn’t intend and make it so there could be more empty space. It’s much better, but there is still a decent amount that needs to get done.
The right side I have to deal with and I’m thinking I may need for it to fix up certain areas automatically because as is, the logic can’t fix all the problems due to it not knowing what the next piece will be. I may have it look ahead one space to choose the best piece, but that’s still a lot of work.
So I started the compo very late and I won’t be able to finish in time, but might for the jam.
Anyway since I haven’t made a post yet, I should explain.
My idea was to make a climing game where you only get one life and chance, meaning if you die you can’t play the game again, you know like real life, basically because I’m an ass (unless you delete the hidden file, then you can play again, but you lose your score). Well I decided on 2D and for it to be pixel art, haven’t done either before, main mechanics were pretty easy to manage, but the biggest thing has been making the level randomly generate, which I’ve also never done before. Let’s just say it’s taken a while to do that and partway through I realized I needed another piece. The art is actually pretty easy, though I’m not much of an artist, used the program Pyxel.
I’ve been working in Unity, as that’s what I’m used to, pretty easy for 2D games from what I can tell, was easiest to program my own controller for it instead of using anything built in.
As you can see in the image, it looks like crap, that’s because I haven’t added anything to flip the pieces, which is used to determine what to place, based on what’s below and to the left and if the one to the left is facing left or right. Once I get that, a lot of issues should clear up. I’ll also need to shrink the character, and make art for that.
A first version of my game is kind of playable, but there is still a lot to do. Right now you can only walk around and jump
You can give it a try here.
I just posted a review of Pickle 2.0, over on my blog.
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution: