• Advertisement

Search the Community

Showing results for tags 'Pixel'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • GameDev Unboxed

Categories

  • Game Dev Loadout

Categories

  • Game Developers Conference
    • GDC 2017

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Developers

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 90 results

  1. Forest Strike - Dev Blog #8

    Hi there, here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported. Bug Fixes KO Hook The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week. Here is an example of the hook: Current character Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well. Back button The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button. Win message If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week. Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen. I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  2. Devlog #3 - Early gameplay footage.

    Greetings! The third devlog is a video demonstration of what I have been worked on in the past several weeks. So, here is what the gameplay looks like in the current state of development: There is still a lot of work to do and release date is not exactly defined, but Steam page for the game has been already set: http://store.steampowered.com/app/803850/Pixelpunk_XL/
  3. Unity New to GameDev and Development

    Hello, my name is Arrol Howze. I'm a trained animator and one half of the "Weird Castle" team. My sister and I are creating a Pixel/3D underwater platformer for mobile. Pics or it didn't happen right? We are pretty much finished with a playable demo of the "Basic Pond". My sister is coding this one, while I still learning (when I'll find the time, I'll decide on a small project). I'd say we just need to adjust the colors, she's working on the saving mechanism, and re-adjusting the assets for "player flow." Anyway we want to launch a Kickstarter to recoup some of our costs on the demo. When we release the demo, post it around and use that exposure to get some angel investment. We're going for the "activism game" market with ocean conservation, and want to work with various aquatic charities, etc. But none of this is possible without an Internet following. I've been told hooking up with a community would be smart for various reasons, chief among them advice. SO WHAT SHOULD WE DO? 1. Slowly try to grow our fan base on concept alone for the next 2 months (deadline), before a playable demo? 2. Launch a Kickstarter for the demo NOW and shop the campaign around? 3. Some other option I haven't considered? Weird Castle is also open for gigs: castleweird@gmail.com So if you like what you see, and want to PAY for some help hit us up with an email. We do 2D, 3D, Cinema Effects, Animation, Coding, Graphic Design, Pixel Art, Vector Art and more, between us. Don't be shy. www.weirdcastleinc.com
  4. I'm doing a test quest. The player gets a quest from an NPC to bring him fish. Once the player picks up the fish, the original NPC gets replaced by a new one with a new conversation trigger. The NPC tells the Player "Well done" and should give 200xp. The script tells the xp counter to go up by making a reference to the gameobject that holds the text component But it throws this error: I'm aware that the error may hide in plain sight. I just have to sort this out, since I'm writing the AI at the same time, and the time it takes to resolve everyone of these errors is tremendous. Plus, I think I'll learn something. I've been having trouble with some basic functionalities recently. There might be something wrong with my understanding on how programming works. Glad if someone could help (: Edit: I'm fully aware that the update function requires an input. I call the function in the editor when the dialogue ends, it still doesn't work.
  5. Project Retro NInja !

    Hello ! I'm pretty new to game dev and i'm showing my first "real" game, at least, the alpha version I will very grateful if you can test my game ! http://project-ninja.bitballoon.com/ Press A to AttackPress D to Dash (you became invulnerable while dashing)Move on Arrows (left, right)To jump, up ArrowTo enter on "doors", press E If you want to keep receiving all the updates, please like my studio page on facebook too! https://www.facebook.com/pikbombstudios/
  6. Hi guys! The second entry for Pixelpunk XL devlog is here. All new and interesting from the development is described below. In the last week I was working a lot on the new constructions and sci fi panels to decorate some rooms and tunnels. Now the biggest rooms have completely different look and it changes every time after random generation of the level. I am still working on the post procession filters which make the retro style look. Work on lighting never stops and here are some new examples and screenshots. There is still a lot of work on random levels, but now I'm starting to think about bosses. What will they look like? We'll see.
  7. Forest Strike - Dev Blog #6

    Hi again! This week, I was working on the character selection. But, first of all, I want to show you the very first gameplay video which covers a 1vs1 duel. Check it out: Gameplay Character selection Basically, you can start the game with at least two player. Adding players can be done by clicking on the "+"-box. You can of remove a player by clicking on the remove icon under a character box. Currently, there are two characters available - the fox and the mouse. You can select up to four player which will be placed differently on the map. You can take a look at the screenshot. The starting points of the player are the "P" blocks: The screenshot comes from the room editor in Game Maker. (The red blocks are the solid ones). Discord server I set up a basic Discord server in order for you to join and talk to me. Check it out here: Discord.gg I want to be more active on Discord, because it is much easier to provide information and status updates to you. Additionally, I want you to actively talk to me in order to make a real great game, so I would really appreciate any kind of feedback. Pre alpha Next week there's going to be the release of my Pre alpha version for you. The goal is to get as much feedback as possible. That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  8. Meteor Bombardment 1 Devblog 02 Development Status Overview Current State: Technical Demo Creation - 15% Complete The Game Theory is completed, and a programmer has been recruited. A Technical Demo is currently being developed. Technical demo creation has begun by creating a test level in order to test the controls, and overall balance of the game and waves system. The project section of Gamedev.net has begun to be filled out, and will launch along side the project upon completion. Level backgrounds and level theory is being worked on with 5 levels being designed each representing a region; Americas, Europe, Asia, Africa, Oceania. Teasers Level 1 - The Americas - Some of the Iconic Landmarks Chichen Itza C.N. Tower Cristo Redentor Title Screen Demonstration Specific Project Goals Concept Design Technical Design Game Theory Level Theory Recruit Team Programmer Audio Engineer Asset Creation Placeholder Art Level Backgrounds Start Screen Cover Art Sound Effects Level Music Technical Demo Alpha Testing Develop Full Game Test Game In-House Beta Testing Outside Beta Testing Web Footprint Social Media Presence Website Other Sites Launch as Free Title
  9. Meteor Bombardment Game Start - Selection

    From the album Meteor Bombardment

    © All rights reserved

  10. Forest Strike - Dev Blog #5

    Hi there, this time I want to show you the following progress: shadows, maximum time per round and the settings menu. Here we go. Shadows Forest Strikes has now shadows which gives the whole game more depth and it looks just amazing. Cloud shadows are also implemented by now and will spawn randomly. The magic behind the shadows is based on following solution. There is a specific layer for the shadows between the objects and the floor. Every step an object iterates over the basic objects and draws the shadow to a specific surface. The surface is then drawn with an alpha of 0.35 on the shadow layer. Just take a look: Time per round Now, you can set a time per round. This is the maximum amount of seconds you have to finish your moves. Currently, it is set up with 30 seconds. In future, you'll be able to set it on your own. If you are looking for a real challenge, you can use short times. There will be an option with infinite time as well. Settings Now, Forest Strike provides a basic settings menu. You can change the following: language (English, German; others may come in future) resolution (up to 1920 x 1080) fullscreen-mode brightness master volume Here's a quick click-through of the settings: Pre-alpha I want to launch a Pre-alpha within the next few weeks. If you are interested in testing the game, contact me or send a message. That's it for this update. Be sure to follow this blog in order to stay up2date. :3 Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.
  11. Greetings everyone, i am new around here. I came here to see if anyone could help me with making sprites, a full sprite sheet, etc. As the title says, i want to be able to make 8-bit sprites from existing sprites, but are either 16 or 32-bit. Take for example these two images: https://imgur.com/a/zfutT How do i "convert" or re-create them in 8-bit?
  12. Meteor Bombardment Series Devblog 02 Introduction This developers blog goes over the inspiration for the game, some of the considerations taken into the series as a whole as well as a deeper look into the overall goals and direction for the series. Series Inspiration The inspiration for the game series came from initially wanting to develop a game with simple mechanics in order to see a project to completed status. Wanting to make something akin to a late 70's/early 80's game, Tetris, Space Invaders and Asteroids were the first games to come to mind. It was decided that something involving meteors might be used as inspiration. The next few days were spent mentally conceiving what might be enjoyable as a similar game experience. After deciding that a series of incoming attacks designed in a 'waves' type format with the player controlling a ship that shoots the incoming projectiles, physical sketches of concepts were created. Thinking further about the reasoning behind why the player was performing what the game required of them, a basic story was created wherein Earth was being bombarded by meteors redirected by an alien force wishing to thin out the population before a proper invasion begun. Wanting to include a level progression system similar to Tetris, meteor speeds increasing as the player continues through levels was decided upon. Once the sketches encapsulated the base concept for the game, a design document was created along with a pixel art styled visual representation of combat. Research The initial title for the game series was intended to be Meteor Invasion, however upon researching similar games it was discovered that a game by that same name had already been created. Thus the name Meteor Bombardment was chosen. During the research phase two like games were also discovered, however both games had varying mechanics from what the overall goals were for the series. This was a crucial discovery as infringement on someone else's intellectual property is not exactly desirable. Direction Goals Meteor Bombardment 1 will ultimately act as a technical demo/proof of concept for Meteor Bombardment 2. The concept behind this is to bring something to completion while building a small team capable of executing the needs of the project. As the project progresses we will be releasing documentation to help demonstrate how the game was designed, and programmed. This will include technical and concept design documents. This is in an effort to show our process, not only in the hopes to inspire other developers, but also in order to gain feedback and advice from other developers so that as a development team we can learn, grow, and teach.
  13. Anti-stress coloring for kids and adults. Spend time with pleasure painting colors for every taste and mood. A variety of pictures and mandalas, an unlimited choice of colors and a pleasant user interface will not leave anyone indifferent! Features: - Coloring has a lot of exquisite pictures - Different shades, you can choice of color spectrum and also possibility of creation of the color - Instruments: three types of gradient fills, pen, mixed of brushes, spray and eraser - Using amazing filters and textures that can be applied to coloring - Relaxing sounds - Share your images on Facebook, WhatsApp, Twitter, VK, Skype, Instagram etc. - Regular updates with the addition of new (functions / pictures) will not make you bored! - Support and compatibility https://play.google.com/store/apps/details?id=com.sma.coloring&hl=en
  14. Forest Strike - Dev Blog #4

    Hi there, this week I was working on following stuff. Scaling issues I was struggling with the scaling issues. As you might have seen, the "pixels" displayed on the screen did not always had the same size. Now, this issue is fixed and it looks way better. Check it out: Mouse dragging Because of the scaling issue, now not all the tiles are visible on one image. In order to navigate through the map, you can now use the mouse and drag the camera around. You're going to use this feature in greater maps in order to navigate your characters and get an overview. Title screen Finally, I implemented a title screen. From here, you can navigate to a new game, your settings and exit the game. It is currently under development, so it might change a bit. The background image should stay the same. That's it for this update. Be sure to follow this blog in order to stay up2date. :3 Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Additionally, if you want to know where I get my ideas regarding pixel arts from, you can check out my Pinterest board.
  15. 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
  16. 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.
  17. Meteor Bombardment 1 Devblog 01 Genre: Fixed Shooter Engine: Unity Platform: PC Art Style: 8-bit Pixel Graphics Current State: Technical Design Phase - 30% Complete Game Description Aliens from a distant planet have begun redirecting meteors and attack ships at earth in order to wipe out as much of the population as possible before they invade. Using the only salvaged alien attack ship, you must work to destroy the meteors before they impact with earth and kill off its population. Development Status Overview Conceptual design for the game is completed. Technical Design has begun, which involves defining how meteors and attack ships will travel, how many hits needed to destroy meteors and attack ships, as well as level design theory. Attached to this blog is the album for the game which includes the conceptual design image. When Technical Design is completed images regarding the technical aspects will be uploaded to the same album, with a new developer blog posted. Project General Goals Concept Design Technical Design Recruit Team Develop Game Test Game Launch as Free Title
  18. Meteor Bombardment Series Devblog 01 Genre: Fixed Shooter Engine: Unity Platform: TBD Art Style: Pixel Graphics Games Planed: 3 Meteor Bombardment: Technical Design Phase - 20% Complete Meteor Bombardment 2: Technical Design Phase - 80% Complete Meteor Bombardment 3: Conceptual Phase - 50% Complete The Meteor Bombardment Series is a project intended to represent the technical aspects and art style of games spanning over multiple past game eras. Starting with Meteor Bombardment, done in an 8 bit style and limited mechanics. Then moving onto Meteor Bombardment 2 using a 16 bit style and with added mechanics. Ultimately ending with Meteor Bombardment 3 using a 64 bit style with even more mechanics added. Design for the series has begun, and initially started with what is now Meteor Bombardment 2, saving more complex ideas for that game's sequel. After consideration it was decided that even the core concept could be scaled down to its base elements, with the more complex mechanics added to a sequel. Thus ultimately creating a trilogy. The development blogs titled "Meteor Bombardment Series" will follow the series development as a whole, with development blogs started for each specific game. The long term goal for the series is to create an arcade game pack including this series among other developed games. In the short term each game will be released as a standalone game. For information regarding each game, check out the developers blog relating to the different games in the series. The first game specific developer blog is scheduled to post tomorrow!
  19. So I'm working on my latest project, Platformisis, which is a game development suite written by me. Platformisis deals with the creation of 2D platform games or 2D games in general. Anyways, I'm currently in the process of creating a game called Bluejay's Quest which is a game about a bird that belongs to Mario but gets separated from him. The goal of the game is to find Mario whom the bird is a pet of. Currently dealing with collision detection theory in the game. I recently (well, last year to be exact) learned how to do collision detection in 2D platform games. I set up a box for the object that the main character would collide with and place points on each corner of the main character. I'm using four points on each corner indented about 4 pixels in on the x-axis. So my character can move fast - like 4 pixels per frame but if I want him to move really fast, like 8 pixels per frame or even higher how do I handle this type of collision without more than one point being inside of the other sprite's bounding box? What I mean is that in order to detect a collision with a wall on the left one or both points on the left would need to be inside the wall's bounding box. However, is it possible that points on both side could be inside of the wall's box and then it would look like my character is standing by two walls. How do I deal with this issue?
  20. Hey everybody! I've released a new Towards The Pantheon teaser video where you listen in on a conversation between Freyja, Bam, Mishima, and Phenez by the campfire! These campfire sequences happen often throughout the game to give players insight into the thoughts of Towards The Pantheon’s unique main characters! https://www.youtube.com/watch?v=oB88P_6rV9U Website: http://www.towardsthepantheon.com Follow the game on social media! Facebook: https://www.facebook.com/TowardsThePantheon Twitter: https://twitter.com/PantheonDev Tumblr: http://towardsthepantheon.tumblr.com/ Soundcloud: https://soundcloud.com/connor-ort-linning-wip/sets/towards-the-pantheon-demos Instagram: https://www.instagram.com/towardsthepantheon/ Twitch: https://www.twitch.tv/connorort Google+: https://plus.google.com/u/0/114060823024573957788?hl=en Pinterest: https://www.pinterest.com/towardsthepanth/ Follow me on social media! Facebook: https://www.facebook.com/connorortlinning Twitter: https://twitter.com/ConnorORT Instagram: https://www.instagram.com/ConnorORT/ Tumblr: http://connorort.tumblr.com/ Youtube: https://www.youtube.com/user/ORTmusic Bandcamp: https://connorortlinning.bandcamp.com/ Twitch: https://www.twitch.tv/connorort Soundcloud: https://soundcloud.com/connor-ort-linning
  21. FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration! FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games! So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES. Some FES features: Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations. Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions! I hope I've tickled your retro feels! More images at: https://imgur.com/a/LFMAc Live demo feature reel: https://simmer.io/@Dafu/fes Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
  22. FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration! FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games! So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES. Some FES features: Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom Shaders Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations. Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions! I hope I've tickled your retro feels! More images at: https://imgur.com/a/LFMAc Live demo feature reel: https://pixeltrollgames.itch.io/fes Live blitting stress test: https://pixeltrollgames.itch.io/fes-stress Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064 View full story
  23. Hello all, I've been hard at work on a new retro pixel-perfect framework called FES Retro Game Framework. It is now available on the Unity Asset Store for your kind consideration! FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games! So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES. Some FES features: Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations. Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions! I hope I've tickled your retro feels! More images at: https://imgur.com/a/LFMAc Live demo feature reel: https://simmer.io/@Dafu/fes Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress My own game I started working on using FES, a roguelike, very early: https://simmer.io/@Dafu/merl Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064
  24. One of the most important aspects in a shoot ’em up is certainly score. Being somewhat a niche of a genre, it has a clear competitive edge among its players. It certainly lacks fulfillment in terms of engaging story, but the adrenaline rush in combination with the goal of attaining higher and higher scores or even being on the top of the leaderboard is something really hard to beat and is specific to the genre. With that in mind, a good shmup scoring system has to be easy to understand and engaging at the same time. While it sounds simple, it can be quite hard to achieve a good “funness” factor while keeping it engaging and skill related. For Rick Henderson and the Artifact of Gods, i dissected a ton of old and new shoot ’em ups in the search for the perfect scoring system i like. One of my all time favorites is certainly Galaga Deluxe (or Warblade for PC folks) for Amiga 500 from late Mr. Edgar M. Vigdal. Besides coins used for shop purchases (which this game won’t be using until singeplayer mode is done), in Galaga you can collect gems too. Those little cuties come in different shapes and colors and each one yields a different amount of points. While not groundbreaking, it adds another layer of depth to the game besides dodging as some gems are really worth running for through a rain of bullets. Naturally, tougher enemies have higher percentage of dropping rarer gems that yield higher score addition. Another form of bonuses that can be picked up are medals. Far from my knowledge, medaling is prominent in shoot ’em ups. The concept is easy: you pick up differently colored medals, when you have the whole set, you get awarded a rank at the end of the level and the medal collection is resetted when you start the next level. You guessed it, ranks are just another name for total bonus multiplier at the end of the game. There is a total of 9 ranks you can attain (the first being the multiplier of 1, which is your default rank): Recruit Private Corporal Sergeant Lieutenant Captain Major Colonel Marshal Commander Complete randomness in spawning those can be infuriating for players with higher skill cap, but i find it refreshing to have a bit of a variety and a possibility for the medals already collected to appear again. Below you can find a weight distribution chart for the medals. When none are collected, the chance for any to spawn is equal. However, as the number of collected medals increases, the chance for already collected medals to appear diminish by 1/5 (or 20% if you like it that way). I haven’t done the exact maths, but the chance for already collected medals to appear is not that large. Of course, for collecting already collected medals, you get a nice, juicy score bonus, so they are worth catching too! Multi kill bonuses! We all played Unreal Tournament 2004 back in the day. It had a nice feature of multikills which i use in my game in a bit different form. For those who haven’t played it, you get multikill for killing two enemies in a row without dying. As your kill count progresses (again, without dying) you get megakill, ultra kill and so on. In Rick Henderson and the Artifact of Gods it functions based on time between two kills. When you kill an enemy, an invisible timer starts counting down. If you manage to kill another enemy until the counter hits 0, you get double kill and the timer resets. If you manage to get another one until timer counts down, you get a multi kill, all the way to monster kill. Of course, every additional kill is awared with more and more points. This is usually possible with area of effect weapons (explosive ones) and weapons like Railgun, which can go through multiple enemies, encouraging player to invest more skill in the game. Grazing bonus is usually omnipresent in bullet hells, a hardcore subgenre of shmups. It encourages the player to “graze” bullets, ie. pass very close to them without getting hit. Design itself was a bit harder to implement since it involves tracking multiple bullets at a time getting into the graze range and checking whether they hit the player or not. While not neccessary for the gameplay since i don’t want it to be bullet hell, it’s one of those things setting apart rookies from hardcore players that want to get the most out the game. And finally, the good old bonus multiplier which adds up with every destroyed enemy, gets lowered when you get hit, and reset at every waves end. It goes well in combination with grazing bonus, making you get closer to the bullets but not get hit. It also serves as a kind of damage control system. Since i gave up on the idea of having a 0-100 healh bar and chose a 10 life bar instead, hits from tougher enemies take more of your bonus multiplier down. I believe the score mechanics are very easy to understand and will add up much to the investment of the player and the adrenaline pumping of the true genre players. The post Scoring System Design appeared first on Fat Pug Studio. View the full article
  25. Hey, I want to introduce Portrait Wizard, which is a software for creating custom character portraits. If you own a copy, you can use the portraits you create, royalty free in your Indie Games.. Portrait Wizard is in Early Access on Steam at the moment, so if it sounds interesting to you, I invite you to check it out! Portrait Wizard on Steam
  • Advertisement