We are glad to announce that we implemented a skin system for Fancy Ball 2. Here's a video:
Let us know in the comments what skin you want to see in the game.
Also this week we changed how the gamespeed mechanic works.
Previously all the movement equations were something like:
velocity += Time.delta * gameSpeed * velocityMultiplier;
The problem with this solution was that it didn't work for dynamic body physics (I'm using Unity).
I soon realized that Unity has something that can help me. It has Time.timeScale.
My initial idea was to make all the movement independent of the gameSpeed and to just assign to Time.timeScale the value of gameSpeed.
In my case the maximum value of gameSpeed is 10 so... that solution didn't work really well as it was causing lag. I had to think of another solution.
I found a solution that combined both the solutions above.
I just multiplied maxSpeed to all the movement equations like so:
velocity += Time.deltaTime * maxSpeed * velocityMultiplier;
And then what I did was assign Time.timeScale the value gameSpeed / maxSpeed. Something like:
Time.timeScale = gameSpeed / maxSpeed;
And that is pretty much everything for this week.
Thank you for following the development of our games.
Hey people, it's been another week. We think we're getting close to releasing Fancy Ball 2.
This week we've worked mostly on UI and Android stuff. We also made some levels, so we decided to share with you how the first five levels might look like in the final game:
And as always, thank you for following the development of our games.
This week we didn't really add things in terms of gameplay. We mostly did UI and Android specific things.
However, we want to show you how the gameplay will be like, so here it a video with two minutes of gameplay:
Hope you like what we've managed to do so far.
And as always, thank you for following the development of our games.
It's been a while... and yes, we are not dead.
In fact we're working on some brand new stuff at the moment
Check out THIS video. We made a few levels and highlighted some of the special ones in that video.
We now have a discord server, so you can check us out if you want.
THIS is our Discord server, you can take a look as well.
And as always, thanks for following the development of our games.
Just another level. You can check it out if you want.
Nothing major was added, just some particles for the damage bees, so you can check them out if you want.
There is the progress video:
Also, I'll leave here the link to our website so you can check that out as well: https://wemakepizzagames.tk/
Future levels will introduce new interesting mechanics, so stay tuned.
And as always, thank you for following the developement of the games we make here, at Pizza Games.
Yeah, time has come for another progress follow up.
So, in short terms, we made the game "look better". (Modified the bloom algorithm a bit and added more animations)
Also, in this level there can be seen some Damage Bees. This is the first time they appear in the game.
This is the video: https://www.youtube.com/watch?v=nsvbuYaV6ts
Btw, we now have a website, not sure if I mentioned in the past.
Here's the website: https://wemakepizzagames.tk/
And as always, thanks for following the developement of the games we make at Pizza Games!
We've made another level for our game Hello Triangle.
We haven't added any new mechanics to this level but we combined older mechanics.
Future levels will feature more gameplay mechanics.
And as always, thanks for following the developement of our games!
Hello, guys, it's been a while!
Since our last post about Fancy Ball we started working on a new game, Hello Triangle.
This is a short video featuring level 14 / 30.
We decided to give it a "neon-like" look and we added Bloom. Don't know how good the implementation was because I wasn't able to reach 60 fps on my low-end phone. Of course, we'll solve this problem before the game is released.
This level features various game elements like damage objects and action blocks. There's even an immunity bonus featured.
There are many more game elements but those will be featured in other levels.
Tell me what you think guys! Please give critics! If not, at least give suggestions!
And as always, thanks for following the developement of our games!
Fancy Ball! I think the name says everything so this post is pretty much useless, but if you are still reading this, please check out the official trailer of the game:
It's a game we made in a few months but recently we decided to release the official trailer. We're goanna release it soon, so stay tuned. If you have any critics and suggestions for the game, please leave them here.
Another announcement we wanna make is that we're workin' on our website so make sure to check that out as well: http://wemakepizzagames.tk/
One more thing:
I added this screenshot of the game just so this post has a thumbnail.
As always, thanks for reading and following the development of the games we make at Pizza Games!
After our WoA V entry, Castle Spaceships we wanted to simulate the competition again, so we made another game, available on the Windows Store called Hop N Ween.
It's a Halloween themed Hop game, as the name is supposed to suggest. Our goal with this game wasn't necessary an addictive gameplay, it was to make the game scream "HALLOWEEN", and I think we achieved this.
For the sound part, we used the same ambient sounds we used in Castle Spaceships. It really fit the theme.
These being said, this is the game: https://www.microsoft.com/store/apps/9P3SPJG1F2DH
Hop you enjoy it!
Day 7! What a wonderful week!
Today we tried to finish the game. We haven't implemented anything special, just bug fixes and gameplay enhancements.
Here's the game: https://mega.nz/#!K40gGKyC!k-nuSvEdhKluAhznQvr3RFEC70ErwcXyjoxHF7QvNiU
After I write this entry, I'll post the package on the site.
Hope you enjoy! Thanks for reading and following the development of our game during this week!
Day 6! The competition is almost over so we're trying to polish up the game
Today we've added a beginning tutorial (it works only the first time the game is launched). We've added new sound for footsteps and spaceship rays. We've added a new buff which might be useful sometimes, the slow buff. And lastly, we tried fixing bugs and mechanics. We still haven't finished the game, there is still placeholder content, which we'll try to replace tomorrow.
Download link: https://mega.nz/#!z8kgSJYY!EE6FSaKba05QLP7SizQZfzK80I30vdJR_p0h71KjsGU
As always, thanks for reading.
We've added more sounds, not just ambient sound. We have added new models such as the arch the player is sitting on and the projectiles the aliens throw. Now destroying object is a bit smoother, we've tried changing some effects. We've added antialiasing. We've added keyboard input (in case you don't want to play using the mouse). Another effect we've added is the big spaceship that captures the castle at the end of the game. We've added something I like to call "Super aliens", They are just aliens that take ofer the castle (They don't change the gameplay). They are removed by the people fixing the castle during the day.
Download link: https://mega.nz/#!zod2jJwT!99tB37G53rmFGXBCLkIV-K_TObKJplI6p3Hb7XFHfrU
That's about it, thanks for reading!
The middle of the competition, what a great time to modify the game mechanics!
Take a look:
The biggest thing we added today is the day/ night cycle and the spaceships that capture humans (during the day). The humans are supposes to heal the castle form the damage it received during the night. We also modified the score method. Now the score represents the number of nights you survived. We also changed minor things like the sky and assets. We added a pause menu and a high score system. We also added some trees.
Our artists provided us some assets but at the time this post is written, we haven't implemented them.
Game Download link: https://mega.nz/#!Px0QnJIL!XWXN-ALRxadFY6ByQlferEQZqDsLP1pqTbocUgxsjsc
As always, thanks for reading!
It's about the end of the day for us and now we want to show you how we're doing.
Firstly, we fixed everything that wasn't working yesterday (the explosion buff and the shooting aliens). We also tied adding different effects such fog, particles and bloom. We finally replaced our placeholder character with a character (sorry for the shooting animation, we'll change it). We added a night cycle (which isn't finished as you can see in the video). We added a charge bar for the player, when it's empty, the player can't shoot anymore. We also added an ending screen (with lots of placeholder content as well).
One thing we are proud of is the ambient sound we were able to achieve (it's not finished yet, but I feel it's going in the right way).
That's about it, thank you for reading!!!
Did you like the video?
I knew you liked it. Today we tried making a basic gameplay and we finally added our custom models (after lots of techincal issues). Now the castle can take damage from the aliens (right now just cups used as placeholders). We also introduced a buff which sould destroy all the aliens and spaceships but we weren't able to make it do it's job, it just randomly appers (about once per minute).
We also introduced a new type of alien which is supposed to shoot the castle, but again, we weren't able to make it work YET.
We know that it's still a lot of placeholder content but we're doing everything we can to make all the assets required for the game.
Tomorrow we hope that the game will be "playable", but we don't promise anything.
Link for the game: https://mega.nz/#!zolTVCKb!z-PbDzlTqLSK9MRyqoDpYcQ0yIPp_HUQ6zB1s4lRdUc
(I think it requires Microsoft Visual Studio 2015 C++ Redistributable to be installed)
Thanks again for following the developement of our game.
A day has passed since the competition began (at least in my country)., and now I'm going to show you the progress our team made so far.
Here's a little video with the current stage of the game:
The game we are about to make is about saving a castle from an alien invasion. We want to make a little bit Angry Birds style with aliens landing on the earth. Today we were able just to do the basic mechanics of the game, but we hope that in the following days we'll have the gameplay of the game.
The models in this video are just placeholder content. (Tomorrow some of the models will be ready)
All right, that's about it, thank you for your attention.
Hi folks! It's the second year I join this competition, but this time with a team (PizzaFest). I really enjoyed last year, even though I couldn't manage to make a very good game. I want to thank the people who have organized this for everything they are doing and have done during the past few years.
Our team is the following (in the order the people were added to the team):
SilviuShader(me) - programmer
DeadCP - artist
WaLee - sound artist
Kavarna - programmer
As for the way we'll make the game, we won't use any existing game engine or custom game engine (as I used last year). We'll instead use DirectXTK for graphics and Bullet/ Box2D for the physics engine (depends weather we make it 2D or 3D) if required. In this way we can't make the game have really stunning graphics but even if we did use a game engine such as Unreal or Unity, it would still be hard for us to make amazing graphics as we are not really the most experienced gamedevs, so we chose to make the game this way because we can directly program the things we want without considering the limitations of the engine, it just feels more straightforward for us.
All right, this is all I have to say, I hope this competition will be fun and I wish luck to all the teams.
All right, so it's been almost a week since the week has ended and now I finally dedided to write this post mortem post :).
The first thing I want to say is that I'm working on the UWP (Universal Windows Platform) port for Snake Undead. :D Right now I'm woring on the engine (I have to rebuild the entire game for UWP).
Here's how the engine looks for now (Today I've added light):
What I wanted Snake Unded to be:
I wanted it to be a little game that your're just playing when you are bored and you don't want to think so much. This is usually the way I like the games to be. I don't really like to struggle playing games. I usually play this kind of games while listening to music on Youtube and liking photos on Facebook. I regret that I've made the game fullscreen so that the player can't do other things while playing. The UWP build will be windowed and it's goanna have a fullscreen button so that the user can play it as he wants.
Things that I regret about the game:
The thing I regret the most about the game is UI. The UI is that horrible because the engine I've written is mostly based on 3D graphics. I had a font loader but it worked with just a single font (The in-game score counter has used that font). Rest of the text was drawn in GIMP and put on screen as a texture. On the UWP port I'll fix that by using Direct2D, it's got functions for this kind of things.
Another thing that I could've done better is the feedback I'm giving to the player. I've seen that the goals were not so clear. I hoped that the intro of the game is enough but apparently, it isn't. Probably I'll implement an in-game tutorial.
One more thing:
I want to make it clear what's up with the wizard and the big grave. Once a minute, a wizard appears. He will always give you 3 skulls if you collect him. Also, a big grave appears once a minute. It can give you skulls but it can also get skulls from you. THIS IS RANDOM!
I'm not goanna make another video because I've covered everything about the game in the video from Day 6.
Here's the video:
All right, thanks for reading! xD
All right, this day has come.
The game download link:
To unzip the archive you'll need WinRar of 7Zip.
And the video (trailer of the game):
The game requres some dependencies but I've tested it on multiple PC-s and thre was no problem at runtime. If you encounter trouble running the game, just install the executabiles from the folder "Dependencies" included in the game archive. And if you like, read the file "README".
:) :D :)
Hello, guyzz !
I'm pretty happy because I've finished the game. (Tomorrow I'll be fixing bugs if I find any.)
Today I've added a pause menu and an ending menu. I've also added some new sounds and I've fixed some bugs.
Here's the vid. for today:
I hope you'll like playing my game!!
Thx for following my progress!! :)
Day 5 !!!
Here's the vid. :
I've added a nice little minimap in the upper-right corner. I've also added some animations (when the game begins and when the Big Grave appears/ disappears). Now, when the Big Grave appears, Church Bells ring. The score is now saved when you finish the game.
Tomorrow I'll be adding a pause menu and the replay and exit buttons.
Thanks for following my progress!
Today I've added some things that polish the game a little more, mostly details, not many features.
Here is the video of the progress:
As you can see I've added a little story when the game begins. Now, the wizard's name is Gabriel. :) I've added a new type of grave that can give you skulls but it can also get skulls from you. It's your choice what you decide to do. I've also added some new sounds (when the player collects skulls and when the wizard appears). In the video is not very obviously. I've added a basic GAME OVER screen. And the last thing I've implemented is the score tracker.
Tomorrow I plan to add a score saver and some more animations, maybe some new sounds...
Another day has passed (In Romania, right now is 10 pm).. and here it is my progress:
Now my game follows the theme shadows as a shadow catches the skulls to make my job harder. I've added a background and some grass to make the scene look more like a cemetery. I've also added a wizard which appears every 40 seconds and which gives you 3 skulls once you reach him. He cannot be eaten by the shadow, but It stays active just 10 seconds, after that, he disappears.
Tomorrow I'm planning to add another type a of grave (a bonus one) and also I want to work some more on the background and sounds.