Posts Tagged ‘pixelart’
Game published on OUYA and ready to download and play for free!
If you have an OUYA and have an account click on this link to start the download automatically in the console!:
The game will start to download in your OUYA! is only 1.9mb!
This. Is. Amazing.
We didn’t expect this. Gods Will Be Watching was our little minimalistic puzzle game for Ludum Dare 26, and we were happy with it, but, seeing it appearing it all over the internet, and receiving more than 10.000 plays per day was totally unexpected.
We are overwhelmed. Took us several days to recover from the 72 hours effort and being able to face all of the blog posts, tweets, mails, gameplays at youtube… we need to thank so many people!!!!
Here’s a selection of GWBW‘s unbelievable (at least for us) journey on the press:
Gods Will Be Watching Is The Saddest Survival Sim (Rock Paper Shotgun)
Gods Will Be Watching is a bleak, beautiful free survival sim (Eurogamer.net)
Gods Will Be Watching causa sensación (Hobby Consolas)
La supervivencia minimalista de Gods Will Be Watching (El Píxel Ilustre)
Seeing people playing the game on youtube was something magical:
This mashup video with John Carpenter’s The Thing really moved us :’)
Also the game got featured on Game Jolt!!
Will Gods Be Watching?
We hope so! Since the game got a great acceptance both by press and public, and a lot of people told us they want more, we’d love to expand Sgt Burden’s and his crew universe. A lot of ideas came to us during this week on how to develop the game concept further without losing his essence, and we are thrilled with what we have to offer in the future, so stay tunned!
Twitter: @Deconstructeam !
Well, we are going to start from the beginning. I had high hopes about the theme would be Parallel Worlds so I started to do an idea about a game with this theme in my head.
The day 26 came and the final theme was Minimalism. The first thing I did was curse to the people who had voted that theme. The second thing was start to think how can I innovate and at the same time create a minimalism game, but the ideas weren’t coming to my, and magically I remembered my first idea for the Parallel Worlds theme. This idea consisted in a split-screen with two characters who would interact between they. You would have to get the objects in the ground and go changing of screen for kill enemies who only could be killed by one of the character (ok, this sounded better in my head).
So I made this concept more minimalist. The game would have split-screen and two character running forward, each screen would represent the black or the white and this would create a contrast between the characters and the background.
Then, when I had this in my project of Unity, I added blocks who kill you when you touch him. Although this look like a simple thing but this was one of my hardest challenges in the develop of this game, all because Unity not detected any collider. After two hours and almost come to despair I decided restart my computer, and YEAH! THIS SOLVED THE PROBLEM, FUCK U UNITY!, were my words.
Well, the colliders works good, the characters run forward and when they touch a block they die. And has not spent even one day, this is amazing!.
Is time to level design!
The level design was very frustrating, to each block that I put I needed complete the level until that point, and this isn’t easy, seriously, I wanted to hit something!. It took me a lot of hours.
Ok, the day had not finished and I still had time to do the menus. I made it and finally came the time to sleep after 22 hours of work without rest.
The game was complete and I still had one day more to polish it.
The second day was a relaxing day. I did the music and fix a lot of bugs. I still had more of half day more so I started thinking in what could I add to make the game experience more satisfactory, the first thing I saw was that the graphics were very very simples, I knowed that the theme was minimalism but… I love the pixels and my game had to have pixels!, so I set to worked. I did a wall of bricks and some windows and the game now looked like an ancient castle. The problem of it was that the game was now more hard. But fuck, I really loved how the game looked!, so I add a “button” for choose if you want play with textures or without them.
Finally I publish the game when still missing about five hour to finish the compo.
And this is basically how I did feel while I was develop this game for my first ludum dare.
PD: Sorry for my bad english, I’m not a native
The Charity Game Jam was a huge success. Our initial fundraising goal was $250 and as you can see, we destroyed it! Mission accomplished. Achievement unlocked. Boss battle won. Princess saved. THANK YOU VERY MUCH, EVERYONE! I’m humbled and grateful for all your enthusiasm, hard work, and generosity. Should we do this again next year?
Play The Games Here! | Keynote Video | Announcement Post
Our comp entry is here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=5234 Also embarrassingly, apparently Aqualution is a soap brand name so that’s probably not going to stick.
Evolution is actually one of my favorite game mechanics, but I was completely at a loss for what could be implemented in only a few days. That was the biggest hurdle.
A lot of game mechanics fell by the wayside and the idea of evolving powers turned into just growing into a bigger newt and surviving a hostile environment. I got most of the art done that I wanted to, but Alex of AvibeGames didn’t have enough time to code everything in and make it functional so we worked with what we have ready in the framework. Jack did the music and got it to us very quickly for the few songs we needed for gentle ambiance. It was a pleasure to work with my team and friends, I learned a lot about how to make pixelart and it’s likely this project will roll into a bigger post-Dare game or another one.
Things we succeeded at:
- Making a nice atmospheric sidescrolling game
- Simple and varied enemies
- A health and EXP system
- Smooth water floating and dashing physics
Other things that got the chopping block:
- Key/Door unlock mechanic
- Longer bosses and levels
- Moray eel and giant octopus
I always look forward to Ludum Dare, succeed or fail, as motivation and a learning experience every time. Even if you don’t finish, I think it’s important to post your work—you’ll get valuable feedback for later from your peers.
The secret to my success this time was remembering to take breaks, but not too many. Sleeping, cranking the music up full blast and getting shit done. And sometimes I didn’t, so I’d rush to make up for it, but I’m proud of what we have to show already.
We’re proud of it and couldn’t wait to show this off to you guys! Please spread around, rate and comment
I will now attempt the daring feat of sharing what this experience felt for me, so we can all benefit from it as game designers/developers/artists.
It was exhausting and super fun. I particularly enjoyed composing the music, and how we came up with an interesting gameplay mechanic (teleportation).
Coming at it as equals and negotiating ideas did a world of good for our game. Our main inspiration was the Touhou series of games for Fedor (I’d only seen gameplay) and Ikaruga for me (finished the game several times).
I started doing graphics on Saturday morning. I worked on a mockup photoshop file full groups of layers, to which I returned throughout development. For example, when I needed a new enemy, I would fire up the mockup, draw the enemy next to all the other sprites and then paste it into another photoshop file and animate it separately. I would then export as individual .PNGs (Photoshop’s “Render Animation to Video” was very helpful).
Dropbox of course saved our lives, and we communicated through skype’s chat. In fact we haven’t even seen each others’ faces.
I used Photoshop CS5 for all animation and graphics, and Fruity Loops with free soundfonts to write and perform the music.
Fedor used Unity and I don’t know what else ^-^
Post mortem: We gave it our absolute best. A coding set-back made the scrolling clouds unusable, so Fedor had to wing it at the last moment, which left the background a little bleh in my opinion ( I had no time to make changes to the cloud graphics and scrolling). But even so, when at the last minute he managed to fix the clouds so we at least had some, it was very exciting. The level is very very well thought-out and very fun to play. It took Fedor, what, 6 hours? to come up with the patterns that complement the teleport mechanic. The 3 hours before deadline were, for me, mostly about helping Fedor out with any requests, like changing sprites or giving him a list with all the visual elements he had yet to implement. I made a second enemy ship graphic in 15 minutes, since Fedor made enemies with two different numbers of hit points, and I felt we needed to be able to tell them apart. This was done 2 or 3 hours before deadline, when Fedor was struggling with the stupid clouds. He added the second enemy graphic in the game 1 hour before deadline.
I also wanted finite lives implemented (9 of them, as many as the tails of the Kumiho fox-spirit), shown only everytime you are resurrected from a death, in order to keep the interface as clean as Fedor wanted it. Scoring wouldn’t have hurt either. But we didn’t have time to even negotiate it, because the ideas came too late. Even if they had come early, we wouldn’t have had time. I stayed up Sunday 12am to Tuesday 6am, and it’s the longest I’ve ever been awake.
So, overall, I couldn’t have wished for anything better, I had the fastest and best coder at my disposal, we had a crazy schedule and working hours, and implemented almost everything we set out to implement, and still had time for a little polish.
I have released the current build of my pixel art tool PyxelEdit for use during Ludum Dare 23.
It has some special features that might come in handy for making pixel art and tiles.
Get it here:
Here’s a video showing some of it’s features: