This will be the place where I will keep you up to date you on the latest Playniax game templates and assets.
Most of it you can find on itch.io also.
Some of our assets are free, some of them are not.
For starters, I just released the game template 'keep-mining'
After purchase you can reskin the game, change the title, design levels, change the music and monetize it anyway you like!
And 'fair usage' support from us!
Final builds should work on Android, iOS, HTML5, Windows and OSX!
Play demo here: http://playniax.com/showcase/pyro2/Keep-mining/
By Yoga Priowibowo
We are introducing our game Jump Jump And Fall
In this game you are help the cute box to jump every plain and collecting coin.
Every 5 coin collected, there is a new challenging plain.
Don't let the cute box fall down !
=: Gameplay video :=
Free download our game in your Android device !
September 20th 2017
BrashMonkey LLC and Cosmigo are pleased to announce that starting September 25th 2017, Pro Motion NG, a new version of Cosmigo's industry standard pixel art and animation tool will be published on Steam by BrashMonkey. Pro Motion can be found in the Steam marketplace here: http://store.steampowered.com/app/671190/Pro_Motion_NG/
The September 25th Steam release coincides with the latest build update of ProMotion NG, wich includes lots of great new features and a new lower price-point, making perhaps the most powerful and popular pixel art tool in the industry more accessible than ever to anyone who wants to create pixel art and retro style graphics, tile-sets, tile-maps and animations.
Cosmigo was founded in in 1996 and the first version of Pro Motion was released in 1997. It's strong feature set specifically dedicated to pixel art and indexed color mode graphics creation quickly established it as an industry standard for game developers. Each iteration of Pro Motion introduced more features to its arsenal and work-flow enhancements based on user feedback. Pro Motion NG is the latest iteration and culmination of well over a decade of development and direct user feedback.
BrashMonkey LLC was founded in May of 2012, shortly after the release of their flagship product, Spriter Pro, which played a key role in making modular 2d animation commonplace and accessible for independent game developers and small studios. Spriter Pro differs from the majority of the competing tools that have arrived since its release in that it has built in support for working with pixel art and features for taking advantage of indexed color mode images. Spriter's support for pixel art make it the only modular animation tool perfect to join forces with Pro Motion NG in a tool-chain for the creation of 2d pixel art style games.
By John Lamontagne
About the Game
Ruinic is a competitive multiplayer dungeon crawler -- CMDC for short. The objective of the game is to farm loot, hone your skills, discover ancient and forgotten secrets, and compete with other players via a comprehensive ranking system. In addition to this, Ruinic will feature a strong social element, as guilds will also be able to compete with each other.
Gear and skills
Unlike most other dungeon crawlers and RPGs, your character will not be locked to any one class; rather, your characters skill will be determined through a combination of how much time they've put into utilizing that particular skill and the abilities of the gear they're using. The skills in Ruinic will be centered around four different types of game play: Damage, Tanking, Healing, and Necromancy. All of these game play types will have to work in harmony in order for the players to survive the harsh environments in which they find themselves. Players may also create unique gear builds in order to hybrid between these roles and secure all the treasures of their adventures for themselves. The first three types of game play are pretty standard in most games, but the fourth is unique to Ruinic. More about these skills can be found below.
Damage - As should be obvious, the purpose of damage builds is to unleash as much destruction upon foes as possible. It is vital that enough damage is done in order to assure that the Tank is not overwhelmed and that the Necromancer is able to fulfill its role. Tank The purpose of the tank is to concentrate the wrath of enemies upon itself and soak up as much of their damage as possible. Healer The purpose of the healer is to, as simply put as possible, ensure that everyone stays alive Necromancer The Necromancer plays an extremely important role. The purpose of Necromancy is to harvest the life force of dead foes and channel it into forms of energy usable by other roles. Without the Necromancer, the Tank, Damage, and Healing roles cannot effectively perform their jobs. The Necromancer plays an extremely important role. The purpose of Necromancy is to harvest the life force of dead foes and channel it into forms of energy usable by other roles. Without the Necromancer, the Tank, Damage, and Healing roles cannot effectively perform their jobs.
Dungeons, which will make up the majority of content within the world of Ruinic will be massive, sprawling labyrinths filled to the brim with monsters, traps, puzzles, and other players. Entrances to these dungeons will appear to the overworld occasionally, so players should always be on their toes to be the first ones to jump in, explore, and amass untold riches. After a set amount of time has passed, dungeons will begin to become unstable and collapse in on themselves. Players should then quickly evacuate, as a stray piece of ceiling, fire storm, or chasm in the ground could see that much of their acquired treasure is lost.
Player-versus-player interactions in Ruinic will be very similar to older hardcore ORPGs such as Tibia, where player killing can be extremely rewarding, but potentially disastrous should you decide to take a risk and slay your fellow explorers. Past a particular introductory level, which is yet to be determined, the initiation of a PVP battle will be unrestricted aside for some severe penalties for the initiating player. If you are successful in slaying your opponent, you will receive the treasures they have acquired in their backpack as well as some of the experience they gained while in the dungeon, but, if you are unsuccessful, there are some rather nasty consequences! Upon attacking another player in a dungeon, you will receive a red skull, which will last for a duration of time scalable to the difference between your level and the victims. This could range anywhere from 30 minutes for a player who is equal to or greater than your level, to an hour for players who are of a much lower level. If you die while skulled, you will not only lose all of the acquired items within your backpack, but also your equipped gear and the experience acquired from the dungeon you were skulled in, as well as every dungeon you visited after you received your skull. If you attempt to enter a hub city while still skulled, not only will you have guards to fend off who will have been warned of your treachery, but players will also be able to attack you without penalty, so it's best to wait out the heat before trying to resurface!
The hub cities are where players will congregate to interact, buy and sell their amassed loot, host clan events, and participate in various other social activities. Players will be able to set up their own custom stocked shops, where you can set your own prices and allow other players to swing by and see what you have up for grabs. More information will be released about hub cities as we move forward in development, but expect an update about the first city, Thelara, to be released very soon!
Website & Community
You can read more about the game and sign up for early access at our website, here:
Screenshots and Details
Below you may find a collection of updates that I will also post as replies in this thread.
Platinum Kill is a fast paced, run and gun shooter featuring lots of action, weapons, and a tongue in cheek sense of humor. It will feature six unique levels each with a challenging level end boss. The game features a chiptune soundtrack with a unique song for each level. The graphics will be a low res pixel art style. The game is playable with 1 to 5 player local co-op (4 gamepads and 1 keyboard player) and up to 4 AI players (limited to 5 real and AI players total).
This game also features AI helpers that are unlocked when you reach kill streak milestones. These helpers are slightly intelligent characters that you play alongside you, giving you the illusion of playing with friends even if you're all alone. They stay with you until they die or your player is killed.
Interested in feedback and anyone willing to playtest.
The obvious comparison with Platinum Kill is going to be with Contra. Contra certainly is a big influence on this game (the original two NES titles mainly) but it is my hope that Platinum Kill can do enough different and better that it can stand on its own as not a copy but rather an envolution of the genre. There have been other entries in the genre since Contra and Super C, but I feel like those failed to really capture the excitement and pace of the original games. I want to recapture that as my starting point and layer improvements upon it. Think how the new Doom still feels like the original Doom games but then expands upon it.
The original game this started as (see History section below) took about a month and a half to complete and I've been working on this version since January of 2017. I'm hoping I can complete this in the next 3 months but I'm bad at estimates and it'll probably end up taking way longer. I do all the programming and design myself and UI graphics and then contract out for in-game graphics and music.
I want to talk about my game here, share what I am doing and gather feedback on how I can make the game better. If you want to playtest my game yourself and can use Steam on Windows, just drop me a line.
Videos (newest to oldest):
Custom built using C# and MonoGame.
Steam (Windows). Maybe PS4 down the road.
Platinum Kill started off as Ultra Aktion for XBLIG and later ported to itch.io. My hope was that I could do monthly releases of titles and be able to support myself as a full time indie dev. Because of the short timeframe, I did all the graphics using simple colored rectangles and instead focused on making the gameplay as fun as possible. To this end, I think I succeeded well, but in a flooded marketplace and even at just a dollar, Ultra Aktion didn't stand out. XBLIG, where I released it initially, was also near the end and had a plethorea of issues (such as the game showing up in new releases but not being able to be downloaded for over a week before Microsoft finally fixed the issue). After the itcho.io release, I placed Ultra Aktion in Steam Greenlight was the comment that if it got appproved, I'd turn it into a full proper game. Well it did and that's what I'm doing now.
I'm the developer and founder of Fun Infused Games. My focus has always been on creating 2D old school styled games, games that I grew up playing and have a special place in my heart for. I started making games back in 2009 with XNA and released 8-9 games for Xbox Live Indie Games (XBLIG) over the next few years. After XBLIG folded, I tried a few other platforms, releasing one game on iOS (Hypership Out of Control) and two on Ouya (ugh, waste of time). For the past few years I have been doing Steam releases and have released improved versions of four of my XBLIG titles on the platform. I also have a PS4 dev kit and a mostly working version of one of my games, but I have since gotten distracted doing Steam games. One day I plan to get back to PS4 stuff and release an actual game there too.
Website - http://www.funinfused.com
Twitter - https://twitter.com/funinfused
YouTube - https://www.youtube.com/channel/UCtzFZwb1UhLKp8edddZbq8g
Facebook - http://www.facebook.com/pages/Fun-Infused-Games/261073264705
SoundCloud - https://soundcloud.com/user1903103
Ultra Aktion on itcho.io - https://funinfusedgames.itch.io/ultra-aktion
Current Steam Releases - http://store.steampowered.com/search/?developer=Fun Infused Games