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Found 542 results

  1. Jumpaï is a game about creating platformer levels and playing them online with everyone. Will you become the most popular level maker or will you be a speedrunner holding world records on everyone's levels? More into casual play? No problems! You can happily play through the giant level database or chill at people's hub. Meet new people, make new friends, learn to master the game by asking pros or ask for people's favorite tricks on level making. Unlike other games of its genre, Jumpaï is about playing levels with everyone in real time. You have the fun to see how other people are playing and get to realize you are not the only one failing that jump! The game is currently into development and still have lots to do. I am looking for people willing to help how they can. Developer? Graphist? Play tester? Sound designer? Game designer? I'm welcoming everyone. The project is so big I have a lot of work to do in all areas. Server backend, UI/UX, Game networking, Gameplay and even the website some day. As you can see from the default buttons, the game has been made with LibGDX. If you plan to take an important role into the development of the game, we will discuss how you will get paid once the game generates money. Note that I'm not working on the game full-time. I'm studying full-time and working on it is a hobby. It's been 14 months since it started.So, are you interested? If so join me on my discord https://discord.gg/dwRTNCG and I'll answer all your questions.Additionnal screenshots:
  2. Airlock 22 is seeking a Sprite Artist to help create the art and animations for a video game we are developing. Artwork is currently just placeholders done by myself until we can get someone with much more experience to help out! Responsibilities: - Create Sprites that the Engineering team will be able to bring into the game under production. - Assist with Sprite animations if it is something you are comfortable with. - Collaborate with other team members to develop artwork for current and future projects. Requirements: - Ability to work independently - Ability to focus while working remotely - You are able to create your artwork in a well-lit environment Pluses: - Experience with Sprite Animation - A very creative mind - Excited to help build a studio from the ground up. Please contact me at kevin@airlock22.co
  3. Custom Coffee Mugs

    From the album SAMA

    Custom coffee mugs have arrived... More caffeine!Have a great weekend everyone! #gamedev #indiedev #sama #caffeine
  4. Intro Text Scene Trailer

    We've uploaded a video to our Dailymotion account that is a full length recording of the intro text scene we've been working on for the game. This was interesting to do because we've never done animations that are timed and sequenced. The intro quickly details the lore a bit, who you are (good), who's the bad guy, and some history behind your powers and training. This is one of the first things we've made for the game that is actually a playable part (not a test level, or rigging to get controls right). Follow for more updates on the game, hope to show the tutorial section of the game quite soon. Crystal Dissention Intro Text Trailer - Dailymotion video
  5. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.47. Candy World II v7.77. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v13.47. Candy's Space Mysteries II v4.57. They are available for download on my website: - Xilvan Design Websites - If you want to watch the videos of our games: - My youtube Channel - Hope you'll enjoy! Friendly, Xylvan, Xilvan Design.
  6. Underwater Pandora Concept

    From the album PK Game Art

    Environment concept exploring what the underwater worlds of Pandora in Avatar 2 might look like. Fan art illustrated in Photoshop.
  7. The North Will Remember

    From the album PK Game Art

    Just some Game of Thrones fan art! Had to draw a picture of the Night King after Season 7, mostly just to see the poor dude smile for once! I mean he's got a new ride, things going well in his career as evil incarnate, why so serious? Also, thought I'd see if I could illustrate the ice armor, as written by GRRM, but also merge the book version of the Others with the TV show version. Illustrated in Photoshop.
  8. Monster High Characters

    From the album PK Game Art

    Character designs and assets from the Mattel / Collision Studios game "Monster High: Ghouls and Jewels" (popular kids franchise). For this dress-up game, I was tasked with creation of various body parts (heads, torsos, skin colors, etc.), clothing, shoes, hair styles, makeup styles, accessories, etc. for a variety of characters (both male and female). Concepted initially in Photoshop, and then finalized in Illustrator.
  9. Jurassic Jackpots

    From the album PK Game Art

    Sexy Rexy! Illustration for the AGS slot game "Jurassic Jackpots". This dinosaur was painted in Photoshop, and animated in After Effects. He's surprisingly articulated, with the face being separated into various pieces for full animation freedom. He can open and close his jaws, roar, wiggle his tongue, scrunch his brows, use his cheek and eye muscles to blink, flair his nostrils, wag his tail, breath, etc. This image was used in the topscreen of the cabinet, game symbols, glass art, and the animations used to attract the customers from across the casino floor.
  10. Huli Jing Fox Girl

    From the album PK Game Art

    Character concept of the Huli Jing fox spirit of Chinese mythology. They are known as beautiful tricksters, sometimes in the shape of a fox, at times a young maid, at times something in-between. They are known to be benevolent at times and malevolent at others - a cross between a foxy fairy and a succubus. They possess powerful sorcery, and feed off of the essence of the men they seduce. Illustrated in Photoshop.
  11. Hexagon Game Tiles

    From the album PK Game Art

    Hexagon terrain tile set sample for the Mouchet Software game "Cohorts". These tiles are meant to be aerial views, and play important strategic roles in the game.
  12. Fu Panda

    From the album PK Game Art

    Character illustration done for the hit AGS slot game "Fu Panda", and "Fu Panda: Extreme Jackpots". The panda was illustrated in Photoshop, and animated in After Effects. He is fully articulate, capable of opening his mouth up wide, smiling, blinking, etc.
  13. Dagobah Orc

    From the album PK Game Art

    Concept piece exploring what it might be like if the worlds of Lord of the Rings and Star Wars were to cross over....
  14. Coyote Spirit Puppy

    From the album PK Game Art

    Character symbol illustration done for the AGS slot game "Coyote Spirit". This puppy was illustrated in Photoshop, and animated in After Effects.
  15. Chinatown Luck

    From the album PK Game Art

    Environment Design for the AGS slot game "Chinatown Luck". The gate was modeled in 3D first, and then illustrated with the rest of the scene in Photoshop. Heavily animated in After Effects - the whole cityscape comes alive, with lanterns swaying, neon flickering and sparking, people moving, steam rising from street food stalls, rain drizzling, mist flowing, etc.
  16. Chang'E - Chinese Moon Goddess

    From the album PK Game Art

    Character Illustration done for the AGS slot game "Divine Moon". Illustrated in Photoshop, and animated in After Effects. The character moves, blinks, smirks, nods, and the background lanterns swirl and loop endlessly/seamlessly. This image is used on the cabinet's topscreen, glass art, symbols, and in the animations that attract the customer.
  17. Game development blog created

    Hi all, New to this site so just wanted to update this first post. Crystal Dissention is a small game my team of friends is working on when we're not all at our full time jobs. It is a 2D side scrolling adventure platformer starring animals with magic powers (as a quick summary). So far we've been working on building assets such as our terrible attempt at modern pixel art characters and backgrounds, scripts controlling menus, player, and foes, and some other basic stuff. We've just now gotten into actually making a playable part of the game. We are trying to get some more support and following and thought we'd turn to here. Attached are some images from the game so far like characters and menus. Included in the post is some places to check us out and check out the game content. Hope you like what you see and hope to hear from you. Site (note currently rebuilding, is forwarding to a free domain) www.gunnergamingstudio.com Facebook: https://www.facebook.com/gunnergamingstudio/ Twitter: https://twitter.com/GunnerGameStud Itch.io where you can download our games: https://gunnergamingstudio.itch.io/ you can find some videos on our dailymotion page that we're starting to get up and running: http://www.dailymotion.com/gunnergamingstudio Main menu background logo Screenshot of the player wolf fully leveled up A large bear foe The fast and annoying eagle foe A classic health pickup Tileable background art for intro levels.
  18. Hey guys! When getting damaged (or healed) there is usually a number that pops up or floats away showing the amount of damage you took (the heal you received). If you have shield mechanic, there is a number that says how much of your shield you lost and how much damage you took afterward. How would you go about designing feedback when you just flat out block the damage or some amount from it. Here is an example: You have 1 "block" and you take 1 damage, what should happen? Does a "-0" number pop up, because you took 0 damage or there should be no popup at all, because you blocked it or should there also be something to show the 1 damage blocked? Another example where you take 2 damage: Now the "-1" popup seems reasonable, but again there is the question of showing the blocked amount. If the player sees 3 damage coming should they be expected to calculate in their head that they took 2 damage because they had 1 "block", or should the game tell them that. One approach is (what I believe dota2 does with blocks) to show the amount blocked simultaneously with the damage popup, so there will be 2 numbers appearing at the same time (but there is still the 0 damage question). PS.: My question is more about dealing with small numbers (0-10) PS2.: The reason I'm asking this is because I am making an online CCG.
  19. Hi guysMy name is Felix, I'm from Spain, Europe.In Spain the development of video games is very stopped and that's why I decided to register in this forum on the recommendation of Anya kickstarter. She told me that there is good vibes here and that you help a lot.I am writing to give me your opinion (sincere) about the game I am developing.I have the entire dossier here as she recommended me. https://www.kickstarter.com/projects/667750848/wake-up-3It's not spam, I just want you to give me your opinion as developersThank you very much <3P.S. Excuse my English
  20. Hello everybody! 💡 So this is my first such game for android. I tried to mix the mechanics of 2048 games and three in a row. I came up with an idea, painted, animated, wrote music and put it all together on Unity. I will be very glad to hear your comments on mechanics and music. And about graphic design too Thank you! Peace! ✌ Free on Google PLay: Stones Of Engar Video: YouTube
  21. First post in this forum. Team of one. 17 years experience in desktop applications in VB.NET, no experience in making a game. No experience in making assets. Loved games since 1990s. I want to make a game, but my abilities limit me to a 2D top down 1st generation NES game. Just learned how to make a map editor with 32*32 tiles, but I know a lot about making classes, handling a lot of objects in memory, inheritance, and such. So I aim to work on my strengths. I can't do graphics, so I'll make a game that is strong on the other departments. *As very few resources are used for graphics (I get 100 000 fps on an old laptop that hardly can handle Fallout 4 on lowest setting, when working on only the map), I can spend a lot of resources on handling things in memory. *Responsive and persistent environment. Grass that grows and dies depending on season, availability of water and sun, damage from people walking on them, animals grazing. A slot that is often walked on will automatically turn into a road as all grass on it will die out. Until nobody walks on it, and the surrounding grass will again spread to that area. Damage due to combat is persistent. Animals will be able to graze on the grass until its finished, then the grass grows back, until growing season ends. *The entire world, all persons and animals, are represented live in memory, so no random encounters. You see a local bear? It has a name, and searches for food, mates and has children even when out of sight. If you kill it, the children might starve to death, resulting in too few predators, resulting in a larger population of herbivores for the player to hunt. *All humans and animals have complex AI where they have to satisfy their physical and emotional needs. Food, water, shelter are basics. Food will add calories, activity will drain calories, caloric surplus will enable muscle growth if the individual muscles are activated, otherwise stored as fat. *Battles between enemy factions taking place outside of the field of view of the player (think Civilization), and the battles will leave persistent damage on the environment and the population of the factions involved. Player may stumble upon site of previous conflicts, and if the site weren't cleared, bodies and armaments might litter the floor. *Player can switch between different characters that are in the group. All characters are killable. All death is permadeath with emotional consequences for the characters involved. Saving is automatic in real time, as all files are updated to mirror what is going on in memory. There are no previous states to load. Burial with corresponding ceremonies will occur. Failure to have a burial ceremony will have emotional impact. Player can have a winform up for each character in the group, so multiple screens will be useful. So you can have a hunting party out in one corner, a scouting party on another corner, and the base personal, all having their own winform, all acting in real time. Game will be pausable. Dialog can have characters generate new winforms were one can see memories they are reliving. *All actives will require calories based on effort and time required. All tasks will take realistic amount of time, including building, mining and all other time consuming events. Damage to muscles will need to heal for them to be able to perform again, so healing will take realistic amount of time. *Looting, hunting, base building, farming etc. Farming will require huge areas to be fenced and the ground worked on, and will yield crops after a full natural growth cycle. Oh, you grew some crops? That will trigger the herbivores to come and eat. Oh, you killed them? That will trigger the carnivores to search out food when hungry, meaning you and your cattle. Oh, you learned that the hard way? Maybe put up some fences and just scare of the herbivores, until you got the manpower to kill the carnivores. And not too many of them, or it will trigger hunger in the apex-carnivores. You want to kill the local apex-carnivores? How, you got no gunpowder. Better start using some manure to make some gunpowder, provided you actually know how to do that, and have the mining required for the minerals required... also, now you got shortage of fertilizers. And yeah, it's gonna be low grade gunpowder. You got the apex-predator? Now you own the local area, but don't draw to much attention or the local warlords will want to make you an offer you can't resist... *Procreation will be realistic, including sexual dimorphism that extends to physical and emotional differences. If the player does not have their characters have children, the game ends after the first generations dies, unless new characters are constantly recruited into the group. Having children will have benefits that will outweigh their great cost. *Game play will cover several generations were technological advances will progress from post-apocalyptic to recovered humanity. Having created this, I will then proceed to see what I can do with it. Well, either that, or I abandon it undone. I'm hyped at the moment. If I manage to the the AI and game engine right, I'm hopping to be able to attract some people who are interested in doing some assets, dialog and such. If I do get that far, the game will probably be free-to-play with DLCs, or if possible, just patreon. I envision a wiki-style development were the players are simultaneously developing the game, in forks, each fork having it's own guiding constitution. I don't know, dreaming is cheap. Have worked for about a few weeks on it. I'm still working on the map editor. Here is the site of the game: http://blog.wastelandgenerations.com/youtube/
  22. Hi! I managed to have a 2D pixel artist contact me to make some pixel sprite work for me. I am happy but also lost on how to go about setting up a work plan list for this artist. Can anyone lend me some tips on how to complete a work plan list? Thanks!
  23. From the album Meteor Bombardment 2

    Concept for combat in Meteor Bombardment 2

    © All rights reserved

  24. From the album Meteor Bombardment 2

    Concept for combat in Meteor Bombardment 2

    © All rights reserved

  25. I am a game development student working on a 2.5D beat 'em up brawler game in Unity as my final year project and I've been working on the ai for the enemies in the game. However, I've been unable to get the enemies to working properly as the enemies would be constantly stuttering and jerking while trying to follow the player. I've created a foreach statement and added some conditions that call for the robots to spread out and stay away from the player if it is not in an engaging enum state. This has been an issue plaguing the ai for a while now, analysing the animator, it seems like the robot's movement is instantaneously stopping and going which might be the reason causing this stuttering. But I'm not sure how to prevent the robot's movement from stopping and going. If anyone knows the reason why this is happening to the robots it would be much appreciated as my project is due soon and I'm still unable to fix such a game breaking bug! I've included a few videos below showing what is happening to my robots and also the stuttering shown inside the animator. I've also included the full script for my robots. Robots Stuttering Robots Stuttering Animator Robot.cs
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