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  • True, False, Maybe
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Found 222 results

  1. Hi there! I am currently developing a text-based android game on android. The player will have multiple choices throughout the story that would effect the outcome in the end. I am planning to produce the game in both Arabic and English and upload it to Google Play Store containing Ads. I need: 1- Designer that can serve as concept designer for the game's backgrounds in different states, and design the buttons and simple UI used within the game itself. 2- Sounds engineer to improve upon the sounds I'm using within the game and create an immersive experience. I would like to mention that we would be working in this project as a team and everyone will consider this game as their own and not just be bossed around by me Thanks for reading this, looking forward to your application. P.S. If you're a designer, I'd love to see some of your work alongside your application.
  2. Hi guys! I would really appreciate some feedback and advice from you guys on the game I'm developing The game I'm working on is a 2D ARPG single/multiplayer using my own custom engine which is a 2D OpenGL engine inC++. The game have two distinct areas: outdoor world environments and dungeons. Right now I have reached a point where I'm starting to feel quite satisfied with the outdoor environments but the dungeons feel very lacking right now. Whereas the outdoor environments have at-least somewhat of a depth feeling to them the dungeons just feel... flat... I am not sure how to improve the graphics in the dungeon areas to get a bit more depth and/or vivid feeling. Outdoor was easier as I could play a bit with sun-shadows and parallaxing but I cant quite use that in the dungeons which is causing problems. I have posted a few images below on both the outdoor world and the dungeons for comparison as well as a small update trailer if you want to just get a feeling for the current dynamics of the game. Any feedback or ideas on how to improve upon the dungeons would be greatly appreciated. This is the first real game I have developed so I'm sure you guys have a lot of ideas I haven't really though about yet Best Regards BG109 Trailer/Update Video: https://www.youtube.com/watch?v=aZthsgv1zPg
  3. Building Block Heroes - Mechafolk Capital City Once they leave the Mechafolk Factory, the Building Block Heroes find themselves among the bright neon lights of the Mechafolk Capital City. In this article I talk about the area itself and some of the design decisions that went into it. Description The Mechafolk Capital City is a flashy metropolis whose multi-coloured neon lights assault the senses. For those of you that have played the original Sonic the Hedgehog game, you might recall the Starlight Zone, which essentially provided a respite from the difficulty of the zones before and after it. I went for something similar in the Capital City area of Building Block Heroes. There are no new gameplay hooks for this particular area - instead, I just got a bit creative with the level designs and tried to make the music easy to sit back and listen to (more on this later). To emphasize the city theme, I created a few levels that are reminiscent of city skylines. They aren't even that difficult, they just look kind of neat. The enemies move diagonally, which makes them a bit less predictable than previous airborne enemies, but otherwise aren't terribly difficult to deal with. The boss, unfortunately, doesn't follow the same mellow, laid-back vibe of the rest of the area. The boss of the Mechafolk Capital is a jet-shaped Mechafolk who doesn't like to sit still for long. This boss flies back and forth across the screen at regular intervals, smashing any blocks in his path. He zooms back and forth frequently enough to prevent the player from simply camping on one side of the screen and running to his weak spot, so the Building Block Heroes need to get a bit more creative in their approach. Design Because the Capital City doesn't introduce any new gameplay elements, I had to increase the saturation and contrast of the colours used in order to distract the player. For this reason, the lights of the buildings use neon colours that might hurt the eyes if you stare at them for too long. The boss was probably the most difficult to draw, because I had to animate his turn. This required me to carefully draw all of his features at the proper angles, which forced me to make sense of the sketch below. Needless to say, it took me a while to get it done. I deliberately wanted the music of the Capital City area to be relaxing and reminiscent of a piano bar or jazz bar, so I used a mellow piano hook and a catchy bass line to set the tone. For the percussion I used a TR-808 beat to give the whole thing an almost 80's-style vibe, since the pink and purple reminded me of a vapourwave aesthetic. I then topped off the song with a jazzy saxophone theme to punctuate the relaxing nature of the background music. Let me know what you think! Feel free to follow me on social media as well if you're interested! Twitter Instagram SoundCloud The Steam store page is also up, so feel free to check it out and wishlist the game if you find it interesting: Steam Store Page Thanks for reading!
  4. [Pixel Art] Making Of

    Hi there, after a long time I decided to do a "Making Of" for a new character again. This one is called "The Necromancer" and may be featured in future games. Pixel Art - Making Of Necromancer What do you guys think? Maybe I will do an additional video for animating the whole thing. Best regards, Lukas
  5. Head concept

    From the album Beneath the Waves

    This is the concept art of the head of the player character of the adventure game Beneath the Waves. Webpage Facebook IndieDB

    © KJ Interactive

  6. Coding my first game.

    So uh, I need help making a game (I have no coding experience). Actually my one of my biggest problems is the engine. Now I am on a tight budget, specifically $0.00. So I need An Engine That is free is beginner friendly supports 2D can import pictures and gifs( or spritesheets) if i want to sell my game won't make me pay them So these are my requirements. I don't even know if I need an engine for a 2D game, but I have difficulty coding. Thanks to ANYone who helps.
  7. 2D Artists needed

    Need an artist to make tiles, scenes and sprites for an RTS game that is far in development. Would also like to rebrand an app we released last year.
  8. Hello We are assembling an indie team for mobile games dev, and we would be happy to have more skilled people (name your skill) to join. Till now there's only my friend (game developper , Unity2D and 3D) and I. As for my background,I've been publishing games on android for the last 3 years, especially in 2015 and 2016 as I had to stop for school, I am a software engineer (makes me skilled in C# and games dev), I'm also skilled in ASO , Marketing and Game design, in parallel with game dev of course: ACHIEVEMENTS: Our games on Google Play Store reached 100 000-500 000 Downloads and Up to 500 000 - 1 000 000 (500K to 1M) Downloads in a single game, and Google Play alone, and that was using some relatively poor graphics.. we bought game assets and we had to make our games fits them instead of having a graphic designer who can make the graphics that fits our games. Moreover, we used source codes that we bought instead of making our own unique ones. as for the profit, I personally have reached more than 7k$ in one month! without professional arts and with simple source coudes bought from code canyon, and that was working in parallel with studying in engineering school, now I'm full time. We're hoping to reach greater success with a good team and skilled people. We follow the same game dev cycle that is practiced in big companies (just a bit adapted to the indie resources), including brainstorming sessions and everything .. so we'll all be dropping and choosing ideas when it comes to the next game concept, and of course we will do fair profit sharing when success comes. If you are interested in joining, please state your skill and contact us , a portfolio or some samples would be Great ! we can start a conversation here as you can email me at soufianechalouh@gmail.com Looking forward to teaming up with you guys and making big success.
  9. Need Help Choosing Art Style

    Hi all! New member here. Need help... I'm stuck between two styles for a game I'm working on. Basically, one is based more comics based and the other is my first attempt at digital painting. Can I ask for some criticisms and suggestions. It's my first attempt so please be gentle. The game is a mix of Mark of the Ninja and the missions the Thieve's Guild has in Skyrim. So it will compose of interiors with a medieval theme. Thanks. -DFox
  10. Ballimals is a work in progress physics-based fighting game where your only source of movement is some form of a "Grappling Gun" or jump, be it a chicken's tongue or an elephant's trunk. It features a similar system to Super Smash Bros, where you have to knock other players off the screen. However there are no "percentage-health" system yet, and I probably won't add something like that either. All aspects of the game is currently made by me, and even though I might believe it is amazing I desperately need someone else to take a look at it and give me some feedback. Therefore, I would appreciate it if you could take a look at the screenshots, try the concept/movement demo and potentially check out my devlog. The game currently features three playable characters, three playable levels, a character select and a level select. All of the character's share the same basic moves, but have one unique special attack. Character select Level select Level 1 displaying the elephant performing his special attack: Elphquake. Level 2 displaying the pig performing his special attack: Megafart or something... Also, the egg is the chickens special attack and can eggsplode. Level 3 displaying the pig swinging by his snot. Download the concept/movement demo here. You can also listen to some of the music I have composed so far. I am fairly new to composing would love to hear what you think. You can find it on my devlog. Any and all feedback is extremely appreciated. Thanks for reading! Edit: You will need a controller to play the demo.
  11. Sheep Story

    Assist the main characters in finding their way home. Cute and lovely sheep George, Dolly and Tony escaped their home and are now traveling around the world and must reach their home safe and sound. Only you are able to help them in finding their way to home, doing various tasks and solving puzzles. Every sheep will be useful in accomplishing these tasks and solving puzzles. There would be 4 cool year times, 120 levels of various difficulty, logical puzzles, a lot of good emotions and of course you will have a lot of fun during your journey! Download https://falcoware.com/SheepStory.php
  12. Pig Swinging on Boat Level

    From my WIP game called Ballimals. Check out the devlog here.
  13. Pig Special Attack in Snow Level

    From my WIP game called Ballimals. Check out the devlog here.
  14. Elephant Special Attack in Forest Level

    From my WIP game called Ballimals. Check out the devlog here.
  15. We have just implemented Evil Voiceover for players actions in Bouncy Bob, and it is super cool - just take a look, (and don't forget to turn sound on): https://twitter.com/BouncyBobGame/status/908357784026185729 List of all added voices: -Outstanding -Perfect -Good -Good Job -Bullseye -Perfect Aim -Airwalk -Elevation -Double Kill -triple Kill -Multi Kill
  16. Hello! I’d like to announce the open beta release of Lumi’s Journey! This is HartBloom Studios’ first game. Endless gameplay, 2D styling, and attempting to beat your friends’ high score is something I grew up with, so that’s what Lumi’s Journey is based around! Any critique or suggestions for gameplay, music, sound, and graphics is greatly appreciated! https://play.google.com/store/apps/details?id=com.lastlight
  17. Swim Out is now available on Steam with a 20% launch discount only for a few daysGet it on Steam by visiting its store page. Check out the trailer : About the game: Dive into the relaxing and refreshing atmosphere of Swim Out, a strategic, turn-based puzzle game, that will transport you into a sunny day by the swimming pool, the river or the sea. Plan each of your strokes wisely and be sure to never cross any other swimmer's path if you want to peacefully enjoy the sea view on a cosy chaise-longue. What the press already said: "I am delighted by how unfamiliar a swimming experience this is to me" - Rock, Paper, Shotgun "There are precious few things I appreciate more than a straightforward puzzle game with a strong commitment to its aesthetic, and Swim Out is exactly that" - Waypoint "Swim Out is a perfect summertime game." - Mac Stories "If you're a fan of puzzle games Swim Out is very likely for you. It's attractive, intuitive, and fun." - Touch Arcade "Swim Out looks like the perfect tactical escape into a lush digital paradise" - Touch Arcade Features : Over 100 levels nestled in carefully crafted landscapes, soothed by the sound of seagulls, frogs or water splashes. 7 chapters combining : 12 different types of swimmers : each with their own way of moving around, ranging from the simple breaststroke swimmers to the more complex divers or cheeky water-bombing kids 12 different objects to interact with : buoys, fins, water guns, you can even ride a kayak! 6 disruptive environmental elements like waves, crabs or jellyfish that will give your brain a work out until you swim out! Get it on Steam by visiting its store page.
  18. Need 2d Artist On Game Project

    I am creating a great 2d survival adventure RPG game. I have the core mechanics of the game but what I really need is graphics for this game. Anyone who helps will be fully credited and if the game is put out for money will get a share (will be discussed when you notify me). I am new to the Game making community and looking to get connections. The idea I have for this game is very ground breaking and creative. So if you would like to be apart of it please reply.
  19. Hi, I'm currently developing a game with a friend on Unity. We have the majority of our first prototype ready. We are searching for a 2d artist and a musician. If you are interested, feel free to contact us. We also have a demo of the game we can send you for those of you who are interested. If you want to know more about this game, you can check out this post: https://forums.tigsource.com/index.php?topic=61923.msg1347252#msg1347252 Below is a short youtube video containing few clips of our game: https://www.youtube.com/watch?v=YcvwbeGeIrw
  20. Hello, I am a lone programmer looking for a pixel artist for a 2D action RPG (more like some RPG elements) inspired by games like Dark Souls (but still with original ideas and game mechanics). The game will revolve around an engaging combat-system, environmental story telling, a few characters who in turn has great depth and personality (they will have personal goals that are more important to them than their usefulness to the player). I haven't decided on the rest as I want us to design the game together. In this project, you will play as much a role in decision-making as I will and you will receive 50% of any potential profits. I was thinking of making a Kickstarter, but that depends on your opinion and financial situation. Now, I cannot stress this point enough, we will be partners. I'm not just looking for someone to do what I tell them, I want your opinion ideas and I want to have discussions about the game. All I have right now is the concept and my engine and skill set. The setting, story, and lore of the game are still to be decided as well as a ton more. I do have an idea for a game mechanic, which involves a handful of weapons to change between instantly much like in an FPS you change between weapons with the 0-9 digits on your keyboard. These weapons can be combined to defeat enemies and unlock different parts of the game. But that's just a possible idea, it depends on your opinion. I have made an engine for this game on top of the MonoGame framework using the programming language C# that I have a lot of experience with. I have also created a small example level of what we could make with the engine using art from the game "Chasm". We can easily place tiles and colliders using the tile map editor "Tiled" The Tiled files will be imported to Unity where you can place enemies as well as backgrounds, objects and generally sprites not limited to a tile size (I'm pretty sure Unity also allows import of photoshop files). When saving the scene it will produce a small .level file containing only the data we need from the Unity scene (I have complete control of the content of these files). These files can be placed in the MonoGame folder to allow the game to load them and use them. As for animations, I have made an animation editor for Unity that allows you to select a sprite, a delay until next frame, and colliders for each frame. When saving the scene all animations will be saved to a single .anim file that can be placed in the MonoGame folder to allow the game to read the animations. Don't worry if this all seems overwhelming, I will explain in further detail and guide you through it if you decide to partner up with me. If you want to focus mainly on the pixel art that's fine too. Generally, I understand that you need to eat and since you won't get paid at least until a potential Kickstarter I realize you probably have a job, or school to think of besides this just like me, so I don't expect you to work full time, or even as much as I do. Later on, I can even make tools for you if you have any requests. We will share the animation editor and level editor over Unity collaboration and communicate over Slack unless you have any other preference. Although I do prefer communication in text form since it allows me to express myself concisely, not have to think about my surroundings, think about what I will reply and read previous conversations. Now as promised from the title here is the demonstration of the engine and results of the tools as well as a demonstration of my capabilities. I do not own any of the art and nothing is final in terms of gameplay and the art will not appear in the final product of course. You only have one attack in the demo and I have disabled the stamina system since I'm not sure if we should have that in the game. The enemies are too aggressive since they have no attack cooldown they keep swiping at you (not really an example of the engaging combat-system I was talking about, would be nice with some more moves for both the player and enemies). The cave troll has an exploit where you can just stand inside of it and it can't hit you, this problem which is mainly for large enemies could be solved by extending the attack collider, or adding some kind of AOE attack when the player gets too close like a slam attack. Also, the cave troll has no walking animation. The UI is really barebone and really just placeholder, but it gets the job done. You can open up the menu with "Escape" or "Start" on the controller and set stuff like keybindings and even sound effect and music volume (even though there is no sound or music yet). We are going to need a sound designer in the near future. You can reload the level with the "R" key on the keyboard. You can fall through platforms by jumping while crouching. You can push the explosive crates around and drop them on enemies for massive damage. They also explode when hit with a weapon. The red lines are the colliders, the gray lines are the colliders bounding boxes. I have attached the demo to this post, but the demo can also be downloaded here: https://www.dropbox.com/sh/pweivx9fdo96wb7/AAA9XvuYOW3to1bBXHjOzNRfa?dl=0 The idea was to get this game through Steam Direct and sell it for something like 10$. I will, of course, pay the fee for entry. This isn't a get rich quick scheme, I just want to create a game that I can be proud of and would play myself and it will require the same kind of hard work that I have done to get here in the first place. I will not give up as long as there is hope for the project. If this peaked your interest and/or you have any questions you can contact me on my email: martinmaxdd@gmail.com Thank you for reading this Game.zip
  21. Something Ate My Alien - Screenshot 3

    This is a screen shot of our current game in development "Something Ate My Alien" See more: http://www.somethingatemyalien.com Or: https://www.facebook.com/RokabiumGames

    © Copyright 2017 RoKabium Games

  22. Today's the day! The Village Monsters Kickstarter has finally gone live, and you can start backing it right away! Nearly 9 months to the day I quit my day job in order to work on Village Monsters full time, and it's been one wild ride. This Kickstarter represents my first chance to make this new life sustainable, and I couldn't be happier for this opportunity. Thank you to everyone who has followed along from the beginning. I'm so glad to have you here, and this project would simply not exist without you! The Kickstarter will last through October 12th, and because it just launched today there are still plenty of limited rewards still available. So go take a look, and come help me build a village!
  23. DPlanet

    Name: DPlanet Genre: Arcade On which engine / designer: Game Maker Studio In what space: 2D What kind of game: side What Language. used in the game: GML For which platform: Android Description: Conquer the dangerous planet and assemble the entire collection of jet packs! But know this will not be easy! After all, there will be space debris on the way! Fuel is also not infinite, the benefit is sometimes you can catch a barrel of fuel left and fly to the next platform with a new knapsack! In addition: In the game you need to fly around obstacles to collect new knapsacks and fly as far as possible. Screenshots: Link: https://play.google.com/store/apps/details?id=com.Volus.DPlanet
  24. "Shootgun Evolved" is a simple mini-game top-down-shooter on a closed map : -2 to 4 players on the same computer shooting each other with shootguns that get more powerful when killing someone, with the only goal of fighting until they consume all their lives --Players got 5 lives and 4 health points, when they die, they respawn with a basic unbuffed shootgun and 1s of immunity (for no spawn-kill ), there is also items spawning randomly on the map that can be picked up to get a heal or extra lives --Each player got 5 keys on the keyboard, 2 to walk straight or backward, 2 to turn right or left and 1 to shoot, the controls are a bit hard to get used to , but at the same time, it gives you an excuse to explain why you're losing every single time --There is 5 levels of shotguns, the first one is a classic gun, the second shoots 2 bullet, the third shoots in 3 directions, the fourth is a mix of the second and the third, and the last one is a canon shooting cannonballs dealing double of the classics bullets's damage and destroying every single bullet in their path And that's it, it's not a complex game, just a flash-game-like to have fun with your friends and family. However, it got some cool musics made by a friend so give it a try I'd like to get some feedbacks to improve it with new features and some cool new stuff, so good luck and have fun! Link to download the .exe (version 0.0.1) : http://www.mediafire.com/file/6fbzov62tu1mmfv/Shotgun_Evolved.exe
  25. I am building a puzzle game using only geometric shapes and a simple "flat" design (see screenshots). So far, I've build the prototype in Processing (Java), but now I'd like start building it for real. My requirements: Be able to run the game on (at least) iOS and Android Draw the shapes programmatically (i.e. vectors, no bitmaps) As little learning curve as possible to adopt new platform I don't need fancy features (like multiplayer, 3D, genre-specific boilerplates or level builders) Which game engine or programming framework would you recommend for this purpose?