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Found 62 results

  1. Hello! We're currently looking for a 2D Pixel Artist for our hobby project: Adavia. Adavia is a 2D Action RPG, which will take inspiration from Legend of Zelda: A Link To The Past. We're also adding in a much larger world, traditional RPG features such as XP and a Skill Tree, plus the ability to create your own character. As an Artist on the team, you'll be working with another artist to create tilesets, characters, effects and UI art. If you would like to be a part of this project, please email me at Nathan.Jenkins1012@gmail.com It would be great to see some examples of your work. Thank you for taking the time to read this and have a lovely day!
  2. Pixel Editor

    From the album Francois DIY 2017

    Just as in Mario Paint there is a stamp editor. You create sprites that are 16x16 pixels.
  3. Great fireball animation

    Hi there, I created a fireball animation and the according effects for the combat system I am currently designing.
  4. Great fireball animation

    Hi there, I created a fireball animation and the according effects for the combat system I am currently designing.
  5. Great fireball animation

  6. 2D Twin-stick shooter

    We are making a twin-stick arena shooter in pixel style. It plays out in a post apocalyptic time where machines is a much cheaper alternative for the human workforce. This makes jobs scarce for humans. To fairly give out jobs to people in the city, the labor office have started a monthly tournament. The winner of the tournament will recieve a job. The core mechanic in the game will be the weapon's recoil. The recoil will be excessive, the players will be able to dodge and attack at the same time. Here is a video of the first iteration of the core mechanic. Feel free come with critique or feedback. If this sounds interesting and you want to follow our progress please pm us or email us gottoblandatstudio@gmail.com
  7. WhipsalotScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  8. TownScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  9. SpaceMarineScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  10. SkyCityScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  11. NinjusticeScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  12. DungeonScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  13. BionicDudeScreenshot.gif

    From the album Super Retro Maker

    One of many gameplay styles from our game Super Retro Maker
  14. Introduction

    Hello, I'd like to introduce you to Super Retro Maker. It's like that really popular "Maker" game, but for all the other NES classics you loved as a kid. About Super Retro Maker lets you design and play stages reminiscent of the greatest games from the 1980's and share them with the world. Or just kick back and play hundreds of handcrafted retro stages all lovingly rendered in lo-def and accompanied by an authentic 8-bit NES soundtrack. Featuring an expanding lineup of playable characters with unique skills and environments for limitless creativity and infinite replayability. Unleash your inner Igarashi! Features Gameplay inspired by the classics (Metroid, Castlevania, Megaman, Ninja Gaiden, Strider, Bionic Commando, Contra, Blaster Master, and more!) Campaign Mode - play through the official campaign to unlock all the features of the editor Metroidvania style exploration with huge maps and unique items and abilities to help you progress Multiplayer Mini-games Online leaderboards Simple and fun level editor Share levels with your friends and the world Platform PC (Steam) Early Access Q1 2018 Engine Custom C# using OpenTK and Farseer Physics Follow our progress on social media: Twitter: https://twitter.com/SuperRetroMaker Facebook: https://www.facebook.com/SuperRetroMaker Team Music Hoffy (@HoffyMusic) - Composer and Coffee addict, totally obsessed with all things vgm, fusion and prog. Twitter: http://twitter.com/hoffymusic Facebook: http://facebook.com/hoffymusic Graphics Jorge F. Peral (@Loktarius) - is an illustrator and comic artist from A Coruña (Spain). He has always been passionate about videogames, therefore he has been taking part in videogame projects since 3 years ago in titles ‘Uniwar’, ‘Antraxx’, or ‘Take Down Zombies’. He also co-directs an independent spanish radio show about videogames called 'El Complejo Lambda'. Twitter: https://twitter.com/Loktarius Web: http://jorgeperal.tumblr.com/ Matthew Livingston (@_Mnots) - Pixel artist, game developer, and affiliated twitch streamer Twitter: https://twitter.com/_Mnots Twitch: http://twitch.tv/mnots3 Daniel M. Mafra (@DanielMafra) - is a creative and 2d artist from Niterói (Brazil). Dedicated to games since childhood, he has taking many roles in indie game industry for the past 10 years, including development, entrepreneurship, marketing, lecture at universities, academical articles writing and most recently, pixel art and concept art for small indie developers and companies, like Black Shell Media. Twitter: https://twitter.com/danielmafra Web: http://www.behance.net/danielmmafra Christopher Goldsmith (@im_krut) - self claimed artist from Chile, lawschool graduate and videogames enthusiast. Twitter: https://twitter.com/im_krut Web: http://imkrut.portfoliobox.net/ Programming Dan Beenfeldt (@SuperRetroMaker) - Has been in the games industry for over a decade, most recently as a graphics programmer on the Forza Motorsport series. He is patiently waiting for this 3d fad be over and for games to return to their 2d glory days. Twitter: https://twitter.com/SuperRetroMaker Facebook: https://www.facebook.com/SuperRetroMaker Progress I'll post some in depth looks at the game and our progress over the next few months. For now, here is some artwork from the various different gameplay styles:
  15. Ghostory intro

    Well, you got cursed, you can't be too surprised. https://ghostory.rigidcoregames.com
  16. Ghostory - an adventure with hardcore puzzles and a spiritual story. Well, not really spiritual, more so full of puns. And neat retro-styled pixelart graphics! Story You drink from a cursed lake. You (unexpectedly!) get cursed - you can turn into a ghost and back freely! However, you are dying. Thankfully, a helpful old lady lives nearby (with a weird love for puns). She can prepare a cure, but she needs a special mushroom. To retrieve it though, you need to travel to a nearby cave... and you get buried deep inside of it due to an earthquake. Can you make it out with the mushroom? Or will the cave be too (g)hostile? Gameplay Ghostory is a 2D puzzle platformer which relies mainly on solving hard logical puzzles. The player has to use both his human and ghost form to pass a complex network of platforms, doors and elevators. In ghost form, the player can fly around through walls and spaces freely. In human form, the player can interact with objects and, most importantly, move the backpack. Get the backpack to the exit and save yourself! The game is focused around puzzles much more than mechanical skill and the gameplay is over 9 hours - full of puzzles with occasional story bits coming now and then, uncovering more secrets about the cave and your curse. Initially, it was created as a student project, but after winning the BSP Game Access '16 award, works on it continued and after 2 long years, it is finally here in a full version! We sincerely hope you will enjoy it as much as we do Ghostory was released this monday on Steam - on October 23rd and is in a 15% launch discount for under 6€! https://store.steampowered.com/app/568460/Ghostory/ You can also check out our web, Fb or Twitter pages and, most importantly I guess, watch our trailer to get hooked! Web: https://ghostory.rigidcoregames.com Fb: https://www.facebook.com/ghostorythegame/ Twitter: https://twitter.com/RigidCoreGames Trailer:
  17. Every now and then you have to change your routine to avoid boredom and relax. So, i started playing around with light to add some depths. Looking good so far! The post Playing with lights appeared first on Fat Pug Studio. View the full article
  18. Peasants and Castles

    From the album Peasants and Castles

    Peasants and Castles is 2D medieval realtime strategy game with multiplayer. FB fan page
  19. Operation KREEP, the best couch co-op multiplayer Alien satire, is 67% off for a week! If you are a sucker for retro games like Bomberman (Dyna Blaster) or Battle City make sure to give it a try! You can buy on: There is also a demo if you want to see the game in action first: http://www.indiedb.com/games/operation-kreep/downloads If you are interested in the development process, my blog holds a great bunch of write-ups about how it was made: Remember: In space no one can hear you KREEP... Thanks for taking the time to check it out, Take care and stay tuned for more news !
  20. I’m Tamás Karsai (Spidi) a solo game developer forming "Magic Item Tech". I used to grind for magic items day and night, now I’m building games using technology fueled by them . I would like to present my third completed solo game project from start to finish . I Am Overburdened is a silly roguelike with a fun twist to the tried and true classical formula. The player takes the role of an artifact hunter, who has a surprisingly large carrying capacity, embarking on a quest to search through dungeon after dungeon for mystical artifacts and answers, in a world where magic has long been forgotten… Run focused campaign, playable in short bursts. Fill a huge inventory having 20 slots. Find more than 100 crazy artifacts, all of them unique. Learn the ins and outs of an RPG system which feels approachable and fresh, but familiar and deep at the same time. Crawl in procedural dungeons generated from hand authored layouts. Collect details about monsters and artifacts in your journal. Unfold a funny story, packed with vicious evils, puns and jokes. Immortalize your best playthroughs in the “Hall of Fame”. What is this 20 slots, 100+ unique artifacts RPG nonsense? Simple, your “hero” does not get more powerful magically by beating some orcs to death and he is not a wizard either. In the world of I Am Overburdened the art of magic wielding was lost, but legendary artifacts and relics retained their power. If you equip these you become stronger, sometimes immeasurably, and you may even learn reactive skills and otherworldly abilities, but no sane person wears two pants… The game will be sold primarily through Steam and itch.io for Windows PC initially. It will cost 4.99$ (may vary based on store & region). You can already wishlist the game on Steam to get an e-mail on release day: Or you can follow my developer profile on itch.io to get a notification: My website, the Steam store-page and the Steam Community Hub already has a lot more information about the features of the game and the release itself. I'm also doing a little marketing "sprint" thingy up until the release day. I'm calling it the "Wishlist Release Calendar". I'm going to release an artifact from the game every day with its "fluff" text posting the new version of the following image here:
  21. I’ve been contemplating on design of the weapon system and upgrades for a lot of time. I wanted the game to be based on skill but have a variety which would add to the replayability of the game at the same time. Here are the basic definitions i have decided on: Game will contain about 30 weapons Every weapon can be upgraded 4 times (levels 1-5) Ship has two weapon slots available, you can freely switch between weapons in game You can’t have same two weapons equipped You eject the currently active weapon by picking up a new one that’s different For example, you have Pulse Gun Level 1 equipped as active weapon and Biter Level 1 equipped as inactive. After blasting the enemy transport you come across Ripper and pick it up. Since you don’t have it equipped in any of slots, it will replace the active weapon and eject Pulse Gun Level 1. If you wanted to replace Biter, you could simply switch weapons to make Biter active and replace it by picking up Ripper. This will be a common occurence for adapting to the enemy types because of their vulnerability or resistance to certain type of damage (ballistic/explosive/energy/special against normal/armored/shielded types of enemies). I could make things simpler in design and coding by simply omitting the part where the replaced weapon is ejected since there’s a small chance of picking it up by accident since it involves pressing a key while you hover over the weapon. However, two player mode requires that feature for the weapons to be interchangeable between players and that is a great way to improve cooperation, gameplay and combined firepower. Due to some design limitations i had to make a hard choice that can affect the future gameplay on upgrading the equipped weapon and few solutions came to my mind. 1. You can only upgrade the weapon if you pick up the exact same weapon. That way, either equipped or not, the weapon in players possession is upgraded to the next level without any ejection which only happens when you are picking up a weapon you don’t have equipped on any of the slots. While challenging with high long-term impact on decision-making, you only have 6% chance of getting the same weapon from the transport which is slim to none and could severely hamper the player experience. If weapons had only one level the approach would be viable, but with total of 150 weapon levels it would only be frustrating. 2. Whenever you equip a weapon that is not equipped it is always at level 1, but when you upgrade any of the weapons on ship to level 2, the weapon you replace the level 2 weapon with will also be level 2. Basically, if we modify the first example a bit so the active weapon (Pulse Gun) is level 2 and inactive weapon (Biter) is level 1, when we pickup a Ripper instead of Pulse Gun it will automatically be upgraded to level 2. Opposite to first approach, it is less challenging and encourages experimentation, but it comes with a design problem which i’ll explain thoroughly. When we picked up Biter it is upgraded to level 2 on the ship and Pulse Gun level 2 is ejected. This enables us to switch Biter to active weapon, pickup the level 2 Pulse Gun, eject the Biter, and then pick up the Biter again which will automatically be upgraded to level 2 now. While requiring a bit more speed to do it in a chaotic environment i would considering it cheating since you’re upgrading both weapons that way and that is certainly not something i plan to implement. As i noted in the introduction, i could simply disable the weapon previously equipped to be ejected, but that beats the idea of switching weapons between players which i find to be a great gameplay feature of a co-op mode. Maybe i’ll disable the feature of ejecting only for single player mode for now. 3. Make weapons upgradeable only by picking up the same weapon as equipped, but increase the chance of spawning a weapon you already have The maths on this one are simple, though a bit tedious to code. You have 25% of transport spawning active weapon, 25% of spawning inactive weapon and 50% chance of spawning a new weapon. This comes with a different kind of trade-of. Though 25% is a lot it may happen that you rarely run into a weapon you want to upgrade. On the other hand, you may always run into a weapon you already maxed out. This discourages experimentation since you will always want to hold on to your maxed out weapons, no matter how good or bad they are. There are no bad weapons per se, but holding on to weapons of the same type greatly decreases success. 4. Weapon upgrade pickups Though not originally meant to be implemented, this could pose a good solution combined with approach 1 or 2. It is simply a kind of a joker card which levels up your active weapon without worrying if it’s the same one. If you pick it up, the active weapon gets upgraded and you just keep on blasting. Which solution would YOU like to see implemented? The post Weapon upgrade system designs and limitations appeared first on Fat Pug Studio. View the full article
  22. The Grid Wow, it’s been a while, but things are moving forward slowly but surely! I’ve been busy with lots of coding and programming enemies and i encountered some difficulties in proper positioning. On the image below you can find how the spawn points looked (5 spheres on each side) and how they look now (the red X signs) Obviously, 12 times more spawning points offer much more flexibilityObviously, it offers much more in terms of positioning. More than a year ago, when i first started working on a spawn system i wasn’t apt enough to make it the way i wanted to (grid system) so i had to be satisfied with only a few spawn points and additional repositioning upon instantiating. Needless to say, it adds much more work to simple spawning and positioning of those enemies. By using this handy tool from the asset store (https://www.assetstore.unity3d.com/en/#!/content/20502) i created a grid made out of objects completely automatic. A fine tool indeed. After that, i simply added those to the hash table and now i can simply reference the object whose position i want the enemy to use as spawn point and voila. Besides using it to spawn enemies already in a pattern, i can use them to actually create random patterns on runtime by referencing a different object from the hash table upon predefined parameters to avoid completely random clutter. Not only that, a finer grid enables me to avoid spawning the enemies too close to each other or overlap. Since i’m using Core Game Kit for spawning, i’m waiting for the developers to implement the feature based on sphere raycasting, i.e. if there’s an object of certain tag or layer (enemy) in a defined range, the system won’t spawn any more to avoid the overlapping. It will work great with the system i made and described few devlogs earlies which is based on enemy pool values and enemy quantities. Also, Easy Save 3 Beta will soon get a full release (i hope VERY SOON) which will enable IMPORTING variables from a .csv file. It will be of an immense help for tweaking the gameplay. Enemy Pattern Making (Squadrons) I must admit, though i am passionate about making a game, some things are quite tedious. I’m having problems with making enemy squadrons, and the way i make them is so boring and uninspiring it really halts my progress. Before i was well into Unity engine limitations on nested prefabs (only one child per object, i.e. child cannot have it’s own child as a prefab, only when instantiated on runtime due to way serialization works) i thought it was going to be a breeze, i just drag and drop enemies in a formation, put them under a parent prefab and voila! Except it doesn’t work like that. All of my enemy prefabs typically have two children, Gunpoint and Thruster. Gunpoint hold the shooting logic and muzzle flash animation, while Thruster has the, well, thruster animation. It is on a separate object to avoid being colored with the rest of the enemy ship when it changes color on hit by a player weapon. So i guess i’ll keep my work and make an empty squadron prefab which will spawn and then spawn the enemies in a desired pattern coded into it. That’s all nice and dandy until you actually start working that way. No more cosy drag and drop, just selecting what to spawn, input coordinates and hit play too see what you’ve done. If something’s not positioned correctly (it usually isn’t), reposition the enemy, copy the coordinates, stop, and paste them. Repeat 10 times for 10 enemy objects in a squadron, and i should have hundreds of them! Horrible! Prefab with multiple children with position setting on runtimeSo i decided to change my ways. I need to make a reverse approach. Instead of creating an enemy prefab with all the children attached, i’ll attach the Gunpoint and Thruster on instantiation, which is only a two step process compared to setting the position of multiple enemies inside the squadron. This way, i have a clean enemy prefabs without children which i can joyfully drag and drop into positions i want and simply save them under a prefab which will be used for spawning. Prefab with multiple children instantiating on runtimeThough it is a bit more work initially, it provides an immense saving of time later and makes it more visual, fun and intuitive to work with. The post Spawning System Overhaul and overcoming the obstacle of enemy pattern making appeared first on Fat Pug Studio. View the full article
  23. 2D Dawn of a Soul

    Dawn of a Soul a mathematical puzzle game starring chains and combos. The main mechanics of the game are chains and combos. The rules are simpel (i hope :D), the player has to build chains of specific colors and combine them to get multiplier and to be able to build more chains and expand the combo. The multiplier are importand to get the highest possible score. In some puzzles the player has to alter the gamefiled, within limited number of moves and discover visual and mathematical pattern. But she/he need to keep them adaptable to new challenges and only then it will be possible to beat all 64 Puzzles. It will be released at 2. Okt. 2017 for Windows and Mac on Steam and itch.io dawnofasoul.com indieDB
  24. 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. https://www.cosmigo.com/ 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. https://brashmonkey.com/
  25. Hello Villagers! I seriously can't believe it’s only been a week since I launched the Village Monsters Kickstarter. It’s been a tremendous experience, and though there’s a long way to go I couldn’t be happier with the support I’ve had. To all current and future backers - thank you!!! As you might expect, development of the game itself has been impacted. However, I’m happy to report I’m still hard at work! Let’s take a look at what I’ve been doing. Alpha 1.03 is out - Now with Linux support! A new version of the Alpha demo is now live and ready to download. This includes a demo playable in Linux for the very first time. You can grab it right here on my website. Beyond Linix support, this demo also contains a number of crash fixes, some new items and dialog, and the new ability to switch to a female player character from your home. Simulating your life Speaking of female characters, many folks have recently asked me if it’s possible to customize your character’s gender and look. The answer is a resounding yes. In the final game you’ll have total control over your character’s gender, skin color, hair, and much more. I haven’t done the best job of mixing it up in my screenshots, but that’ll change from here out. Similarly, the next demo will contain some more options for customizing your look. Did someone mention ‘variety’? This past week I’ve also begun work on adding more variety to the game, even for things that are still in progress. This includes adding more personality and life to villager homes… Adding text variations to places like this end-of-day message… And a whole lot more. This is just the next step of many to ensure that the world of Village Monsters never feels stale no matter how much you play it. it is a mystery Late last week I wrote up a detailed post explaining how exactly Mysteries will work in Village Monsters. This week I’ve begun to flesh out the system even more with the intention of letting you solve some of the very early mysteries in an upcoming demo. More info will be coming on that later, but I’m pretty excited by how things look now. A new title screen Finally, I want to talk about the very first thing you see in game - the title screen. The current title screen was a first draft of an idea that I’ve grown increasingly unhappy with. I’m now working on a new title that better matches the style of game I want in Village Monsters - colorful, bright, and inviting. The below mockup shows the new look I’m going for. I hope to have it completed this week so I can begin the ‘rebranding’ process. That’ll do it for now! Hope everyone is having a great start to their fall - in my area it was like a switch was flipped, and we’ve had low 50s and rain all week long. It’s definitely putting me in the mood to start working on some autumnal aspects of the game