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About Me







Found 143 results

  1. Octolancers


    This is me, and this is some of my pixel art animation skills, I'll begin posting here this, my profile picture

    © Do not use this image for any purpose

  2. piecuch.p

    UI refinements

    I have UI almost completed (at least for rendering and atlas management parts). I can render (using FreeType) glyphs from multiply fonts onto multi-pages atlas. There is now some basic management for viewing/browsing images. Everything is Qt-based so application is still cross-platform. I have added initial SVG export too.
  3. Link: https://www.kongregate.com/games/Vandallord/idle-stone-history A wicked witch turned the main hero into the stone, you need to find a way to break the spell. INSTRUCTIONS Click on the objects and they will open. Click on the stone and its skill to attack the animals will grow as well as a the losses from clicking on animals. Click on the river to improve the function to manage time and clicks on the animals will be more precise. Click on the tree and it will give you things from animals and the level of luck will grow which give you an opportunity to Harder hits. The higher the level of monsters the more animal can visit the stone and give presents which are essential to make a portion. Screenshots:
  4. Hi There! I would like to present to you our newest game, Coal Burnout! Play the demo version in your browser here https://beardsvibe.com Beat your competition in Multiplayer PVP, throw coal in the rhythm game, upgrade trains, get first in the leaderboard, and all this while listening to awesome chiptune soundtrack written by skybox! The game features iconic trains from steam era: - Flying Scotsman - DHR 778 - 4468 Mallard - GER Class Y14 - BR Standard Class Available now in the AppStore and the Google Play. - https://itunes.apple.com/us/app/coal-burnout/id1200548201?mt=8 - https://play.google.com/store/apps/details?id=com.beardsvibe.stoker - https://skyboxchip.bandcamp.com/
  5. I'm reading this tutorial and trying to understand how the depth testing works but I'm not sure I understood it correctly. Lets say that we have the default comparison method (LESS). Then what is the algorithm that determines if a fragment will be discarded or get draw? Is it something like this?: bool DepthTest() { //Depth Testing Passes. if ( depth_buffer[i] < currentFragment[i].z ) { depth_buffer[i] = currentFragment[i].z; return true; } //Fails. else return false; } Also I have a hard time figuring out how does openGL for each fragment know's with what value of the depth buffer to compare with (as you can see i used an i index but I didn't determined what this i is). Does it compare each fragment's z value with all the values inside the depth buffer? The tutorial which I'm reading does not make this enough clear for me.
  6. ReyGates

    Unity Nyasar Feature Update

    Weather System I am currently working on the weather system that can affect cold, so the player need to find warm place to sleep/stay .
  7. Hi there, I’m relatively new to game making. But I will like to try my hands on making a simple pixel art game that can work on either iOS AppStore, or PC. Which software would you all recommend me to use? Hope to hear from everyone. Thanks in advance.

    13 RONIN - DevLog #6 - Time for graphics

    In my last blog post I showcased some of the audio I’ve been working with for my upcoming game 13 RONIN, now it’s time for graphics. But first a celebration. The 4th of October is a day dedicated to the cinnamon roll here in Sweden (yes, it’s true), which we, of course, celebrate by baking, buying and eating lot’s of (you guessed it) cinnamon rolls. Since I’m a fan of the pastry myself, I happily took part in the celebration. But I also had another reason to celebrate. From October and till the end of the year I’ve reduced the number of hours I’m putting in on my day job from 40 to 32 in favor of spending more time working on 13 RONIN. Big kudos to my boss for approving this! Main character How do you go about drawing a samurai with realistic proportions when you don’t know how to draw? I started by googling images on human proportions and created a reference image I could use as background layer while drawing. In parallel to this, I watched a lot of old samurai movies and Kendo-tournaments and with still images from these kind of videos as reference I drew my character. At the beginning of this project, I intended to use silhouette-looking sprites mostly drawn in solid black. This changed over time, I had a few different ideas, but finally settled on using gray-scaled sprites with very low-saturated colors for light and dark areas. I decided on this color scheme to keep consistent with the black and white samurai movie theme. The low saturated colors are there to make the sprites stand out from the background, but also to make the visuals more interesting. With this style, I’ve found a reasonable balance between aesthetics and time spent drawing. Background In the early days of this project, I was more into ninjas than samurais and the initial idea for the game was that you as a white dressed samurai had to fight a bunch of bad, bad ninjas dressed in colorful outfits. To get started I drew a forest background. Soon I discovered that even the best of the ninja-movies weren’t that good and I found myself switching to samurai-movies and my approach to the project changed. Now I wanted to create a fighting game looking like Limbo, with black ninjas emerging from the dark. Sometime later I re-discovered my love for low-resolution pixel-art and the Limbo-aesthetics was dropped. The code-project still carries the somewhat humorous working title of the ninja-project, it’s called “Ninja in the dark”. I wanted to start drawing something basic, something I thought I had the skills for and choose to draw a building which I later on turned into a tavern. It’s yet not finished and I can’t promise it will fit into the final game, but it will be the background of the first public build. Energy and score After finishing the background I took some time to draw the graphics for player score and energy symbols. I tried a few different ideas and settled on the score written in a custom font upon a scroll-like background. For energy symbols I also tried a few different ideas before stealing the yin-yang symbols from The way of the exploding fist and turning them red. I do love that game. In-game graphics There are a lot of animations to finish before the game is playable, but this is at least a taste of what will come. Please visit www.eraserheadstudio.com for more about 13 RONIN. Happy coding! /jan.
  9. Hello friends! I've got a new blog posting for my upcoming 2D pixel-art samurai fighting game 13 RONIN. This time I'm talking about background and character drawing. Please check it out at: Happy coding! /jan.
  10. Hi! I'm looking for a game designer and marketing/crowdfunding/overall manager for a farming RPG that I am planning to make. ABOUT THE GAME: A quirky top-down pixel RPG involving NEETs getting sucked into another world by a ditzy goddess in other to bring back order and life into her world by making the player help its occupants cultivate the land and fight the eldritch horrors that are trying to take over it. If you want to know more about the game or any monetization issues feel free to comment or PM me and I'll send you the GDD. REQUIREMENTS FOR GAME DESIGNER: * have a good sense of humour! (not the offensive kind because jeez you can make funny jokes without them being offensive ok) * be able to write romance, comedy, and adventure * skilled in world-building * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * have great experience in working on RPGs, please provide examples of past works * be able to commit on a long-term project * you should be a team-player REQUIREMENTS FOR MANAGER: * strong leadership skills but could be laid back and be friendly * very organized and meticulous * be able to help us with working out things for crowdfunding and marketing * help set us straight to our goals by making realistic schedules * be familiar with/passionate about farming sims, RPGs, dating sims, and the Isekai genre * know about NEET culture * be able to commit on a long-term project * you should be a team-player I'll be honest I'm gonna be really picky on who I'm gonna choose on this one even though I myself am a greenhorn. I would like this concept to grow into a full-blown game and I want everyone to enjoy it. I would really love it if someone with experience guides me through this well. I will be one of the artists and writers who will be working on the game :D Here is my portfolio: https://artsybarrels.wixsite.com/barrels Feel free to message me on Discord: barrels#6465
  11. Mariusz Kowalczyk

    First video devlog from my new game

    Yesterday I have posted here the very first screen of my game, today I want to show you some gameplay. Let me know what you think about it.
  12. Mariusz Kowalczyk

    First screen from my new game

    Some days ago I have started working on a new game. I have decided to go for an NES graphics (my goal is to make it look exactly like an NES game). I have already spent a lot of time to make the movement as fluent as possible. The movement is a bit similar to Contra when you are on the ground, but when you jump, you have 100% control over your moves. You can also decide how high you want to jump. The main characters (Vampire) can do wall jumps. The movement is very easy to grasp, but I want it to be deep at the same time, because I want speedrunners to speedrun this game. Let me know what you think about the graphics (it's pre alpha, the final game will look different, hopefully better).
  13. Hello! I'm currently looking for a programmer for my hobby project, to be built in Unity and released on the PC. It's currently in the pre-alpha stages, as I am currently working out how all the systems should eventually work and quickly realized I didn't have the coding knowledge to achieve it. (I'm more of an artist than a coder.) This is where you can potentially come in! Should the game be released, all funds accrued will be split equally and credit will of course be given wherever applicable, I can't guarantee it will get released, however. The Premise A fantasy, pixel art game in which you build a city and look after its inhabitants by supplying them with the things they want. (Education, Politics, Entertainment, ect..) The people can be visually customized, gain skills & jobs, marry, have children, grow old and die, their lives are at your whim. As you are building your city, you'll find that some citizens can go on quests for unique building materials, this turns the game into a X-Com style turn-based strategy, using the people that you send. Your city can be built however you want, with decorations and such, though your people may get upset if you don't give them what they need/want and abandon your city. The Programmer As the only coder in our project duo, I'd really need to insist that you know your way around a coding environment fairly well, as well as be able to utilize those scripts with Unity, the engine the game is being built in. The project will require: Pathfinding Coding UI Coding AI Coding Shader Coding (This may not be required if another method can be found) Communication I've found using Google Drive for documents, Unity Collab for file-sharing and Discord for communication really helps keep everything tidy and easy to access. If you have any problems with these systems, please let me know. If you are interested, please contact me at nathan.jenkins1012@gmail.com Whilst it is difficult to showcase coding, some examples of your work would be highly appreciated. Thanks for reading!
  14. Hello everyone I would like to announce that I am working on a fighting game that will be released in 2019 as a full game.I would like to take some of your time and ask that you check it out and give me some feedback.If you like the game please follow me on www.newgrounds.com or on scratch.mit.com or on game jolt.@Genius-xi
  15. Hi dev mates! My name is Joaquin and I'm the CheesecakeGames CEO, a small two devs indie studio, making games since 2010. I'm happy to announce a new game release, today we publish 'The Last Runner' a 2D pixel art runner. In this project, we focused all our efforts in the level design & gameplay features and after a lot of builds, tests and polish, the Beta was completed and today the Gold version is ready to download! Hope you enjoy it a lot and please, share and review it will help us a lot! Thanks! iOS: https://itunes.apple.com/app/the-last-runner/id1434066514?mt=8 Android: https://play.google.com/store/apps/details?id=com.cheesecakegames.tlr https://youtu.be/Mb9Kx8Fy-aU
  16. SavingGraceCoordinator

    2D Artist(s) needed for Epic 2D RPG

    Our small production team (Team lead, audio composer, and Programmer(s)) is looking for diligent and fun artists to join our group to make a new RPG tale. Game will be developed for Game Maker Studio. Description of game can be found below, and details for artists can be found beyond that: “An original and emotional Role Playing epic where everything is an experience.” Have you ever felt the stab of loss? Have you ever endured the fog of doubt and confusion, of feeling misplaced in a world that has unexpectedly changed? Has your reality collapsed around you so quickly that you were overwhelmed?. Then it’s time to search for something - a hope, a catalyst, a to light your way through the murk of these debilitating emotions. It’s time to find your “Saving Grace” Saving Grace is an original role playing game that keeps to traditional roots. Conceived as a 16-Bit RPG with traditional elements from Super Mario RPG, Final Fantasy VI, and even tabletop game Dungeons & Dragons, this new IP seek to invigorate the player’s experience and enhance the story. Saving Grace dives into the story of Roger Konvoc, a young man in the world of Tare, whose world had been shattered when his father was taken out of this life with no explanation. Riddled with doubt, Roger spends his days trying to cope with this burden at home, relying on family and the few friends he has left to make his days remotely bearable. Fate, however, thrusts him on an unwanted journey. Roger then finds the will and strength to get through the unexpected adventure he's on. Traveling from a city of canvas, through halls of knowledge, to standing up with rebels against an inexorable and tyrannical army. Travel along as Roger, through allies, friendship and experience, finds a purpose to keep going. Saving Grace is an original story, with a wide range of potential features, including: A rich story of good and evil, with unexpected twists, in a world for players to explore. 13 playable characters, each with their own background,, abilities, and stats to customize the party and take down the opposition. New mechanics like having a character’s mental state affect their behavior in battle, and team combo attacks which depend upon team party members and their level of trust in the player. Time honored RPG elements are not neglected in favor of the new mechanics: Difficult dungeons, utilizing multiple character combinations to create the ultimate team, toppling villainous champions, completing rewarding side quests, and searching the different lands for secrets. Multiple ways to level up: 3 varieties of leveling trees, such as (1) Base stats; (2) Skills; and (3) emotional strength, which determines the strength of team combo attacks and the power of one's own emotions. Unique spirits that embody the raw emotion of man and beast, ready to be found to improve the abilities of the party. The story has been set, but how the story is to be told is still yet to be decided by innovators (That's where you come in). Currently, our group is looking for (1) Concept artist and (1) Pixel Artist: Concept Artist - We are looking for creative artists who wish to show off their own skills. We are excited to show off new talent, as well as those looking for a challenge to breathe creation into a game. Full descriptions are available to explain details we are looking for, but style is up to the artist (within reason). Great way to get your name out there as all art will be credited to their respective owners. Pixel Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need both background and sprite modeling/animation experience, unless multiple artists join the project. Please send either portfolio or example work. Even though we are a small group, we pulled a small budget for each role. In addition, the Pixel artist role will continue on into This role can continue on into the full development of the game and will receive a portion of the Kickstarter revenue Looking to get demo developed by end of year 2018. Ful game is currently TBD So if you're interested in having a say in a grand project and have your ideas come to life and be apart of a great team environment, then this is the project for you! And if you're interested in helping in other aspects of the game, feel free to message with what you would like to aid in!
  17. Hello. To begin with, please accept my apologies for my English. I'm a beginner artist and need a programmer to create my (our) first game. The idea of the game is an ordinary platformer in pixel style. Yes, an ordinary platformer, yes, I do not want to create my first game, not worse than the witcher of the third. I am perfectly aware of the fact that my skills and experience will suffice for a simple but interesting game. That's why I'm going to create something simple, but at the same time, exciting. The game is called "Mission - the bread". Short story: the boy's mother, asks him to buy bread. The guy opens the door and finds on the way to the bread, trouble on his little ass. (The world is fantastic - and accordingly, it is inhabited by different creatures and inherent magic.) The game will have nine locations: 1 - the swamp. 2 - mountains. 3 - snow desert 4 - cave with slugs 5 - in the clouds 6 - Fireflies Forest 7 - locality with flying islands 8 - village 9 - cemetery Each location will have 9 scenes. In every biome. there will be three kinds of different evil creatures with one boss. The protagonist will have the opportunity to buy in the store a variety of weapons and a few spells. Money he can get for killing creatures. If you are interested in the project, please contact me here, email or a discord.( email: ilovedigitalart15@gmail.com ) (discord: Samuel Leeroy#1091) After contact with me, I will give you more detailed information about project. It is also very important that you can give each day to the project. I know the flexible framework is a useful thing. But, we will have exactly 45 days to finish this project. You must understand that even if this is a small and harmless project, I take it very seriously. If this game can earn anything from donations or advertising, the money will be divided by 50% Here are some developments and also my instagram: https://www.instagram.com/samueleeroy/ Thank you for your attention, have a good day! .
  18. Hey, me and my team participated in a local game jam last month, we'd love if you could give us some feedback on it! Also, we're just one place behind in the regional ranking of the game jam, and if you guys could vote on us we'll be able to go to the finals, which will happen in 2 months o/ The game is free and playable in the browser: https://bit.ly/VoteForAgatha We plan on improving this game to do an official launch later this year, so any feedback will be really appreciated! Aaand we'd be specially grateful if you could leave a rating on the jam page, the voting ends today 🙃 Agathas-Escape-Vitoria-2-Set-2018.mp4
  19. Hello, We know that the identity of the people you will work with is a very important thing, we are a group of two person and we are both about fifteen years old (coincidence right). I'm the programmer, I have three years of experience with C++ and my team partner is the graphic artist but he is no that good (I'm glad he probably wont read this topic) and there are too many graphic works for a game development so we have decided to look for an artist. Our project is a about a game, a 2D online RPG, we are working on this since February, specially me, I have coded many things as a server, a connection screen, a verification screen, a game menu and many other details. So basically all the things needed except the game itself so we could start the game and totally focus on it. I have already started the game development, actually I'm implementing an ECS architecture so it will be easier to make the game scriptable in the future. Me and my friend have also started to draw a tileset together (I have some basics you know). We need a pixel artist to join our team and help us. About the graphics: our tiles are 32x32 pixels, a player body will be like 64x160 pixels. Please don't hesitate to talk with me if you want more informations, I will leave here my mail (accfldekur@gmail.com) and my Discord (Rossinanté#6810), even though I would rather if you contact me on my Discord! Thank you very much for reading all this post!
  20. Hi, I'm looking for some artists for a top-down medieval pixel art game. It's a little hack and slash game with a pretty generic storyline. I'm currently designing the game and getting the basic mechanics programmed, and I have a friend that is willing to do some level design. Right now I would like an animated character and some environment tiles to get started with art. You will be following flavor text and a pretty rigid set of needed assets with descriptions. You then are free to add what you like and I will try to incorporate it into the game. Right now I have 17 levels (I am trying to reduce it to about 10 though) of varied sizes, but the game will be linear (there are 2 villages that will have a more open map though). Each of these levels have some new enemies and have their own environmental taste, so we might be looking at 20-30 creatures all together, mostly redundant environment tiles, and then several animated props and items. This is mostly meant to be a fun project, where you and I can meet developers and make a game or two together. I don't plan on selling this game, it is open source and written in Lua using Defold. If you'd like to see code I've written I can PM you my github, you can PM me here for more details! Thanks
  21. His Majesty, the PrefabI must admit that i’ve been a bit what you could call ‘lazy’ for the past few months. Why is lazy hyphenated? Well, because i’m not really lazy, i just tried to finish a game from 0 knowledge of Unity in under two years, which is not an easy task. I spent a lot of sleepless nights working, had a few burnouts, but one thing ultimately slowed down my progress to almost halt. When i finished most of the mechanics for the game and got to the most important part – making content – i simply couldn’t find any more willpower because of the tedious process involved in making hundreds of enemy waves. I believe someone with better coding skills could make a level editor and finish it much quicker, but with my knowledge, i had to do everything by hand and i kind of lost the motivation. Let’s delve a bit deeper into the problem. One of the things i really love about Unity is use of Prefabs. As someone who is not a programmer by trade, it was easy for me to relate to something drag and droppable, an object with belonging properties that is simple to instantiate and easy to manipulate without much hassle. Two years ago, one of my first questions on Unity Forums was about something that i didn’t even know what is called back then – Nested Prefabs. I couldn’t understand why instantiated objects could have child objects that have child objects who also have child objects can exist in the scene, but not as a Prefab. That pretty much broke my building blocks concept of making a game. Harsh red line reality checkAs you can see, i imagined the waves of enemies to be compiled of squadrons (as well as waypoint and single enemies, about which i wrote in my previous logs) which would be a Prefab object with lots of children objects (singular ships and their engine jets, weapon, tags for missile homing and so on). Unfortunately, Unity supports only one level of vertical nesting in the project, so while an object can have literally hundreds of children, non of them can have their own. Since i read that the Nested Prefabs are something that was planned more than five years ago and not yet in the making i tried a few assets that simulate Nested Prefabs but to no avail. You’ve probably seen the horrible reviews on the Asset Store, most of them are abandoned, buggy, slow or complicated. Since i found no decent asset that will enable me to work the way i imagined, i resorted to the usual workflow of instantiating a Prefab and populating it with components that i needed. The usual get this/set this workflowIt wasn’t too hard for single enemies, all i needed to do was instantiate appropriate objects on designated locations and that’s it. I learned a lot of things in the process, getting and setting the properties of many available components and their variables, the importance of pooling and the way it works, managing performance and so on. I must admit i had more than a handful of situations where i didn’t know how to overcome some of the challenges, but i’m grateful for them since they were an opportunity to learn something new through problem solving. When most of the stuff that make the core of the games look and feel were finished, the harder part of making a game in the true sense of words came. I won’t repeat myself too much, you can read more about my process of making waves in this and this log. In short, instead of dragging and dropping positions where i want the ships to spawn, assign the wanted behavior to each one depending on the wave structure and simply save all that as a prefab i need to: Have specific spawner types. That means single enemy, waypoint enemy and squadron enemy spawner with their locations. Make a specialized movement FSM’s for almost every enemy type that will dictate movement direction and scale of ships and ships’ children. For example, engine jet needs to be a separate object so it doesn’t flash with the ship upon bullet contact but it must be properly rotated and scaled depending on the spawning position and spawner parent of the parent (yeah, even i lost it while reading). Assign more elements to pool which slows down the compilation time and time required to start the game. Instead of pooling one ship with all the needed components i need to pool the ship prefab, jet prefab, weapon prefaband in some cases multiple weapon prefabs so the pool size for ships is actually at least three times the size in terms of object number. I’m fairly certain that it’s better to have fewer objects to instantiate regardless of their complexity (number of components attached). Manually set the spawning position of each ship in the wave. This is the worst part, it got me completely devastated. I need spawners for assigning some general behaviors and general screen position, but all the fine arrangement of ships in the wave must be done by hand. Not completely, but i need to put the ships in the scene so i can get their coordinates, then copy them into the spawning FSM of the squadron. Sure, i need to position the ships with nested prefabs too, but only once and that’s it. Doesn’t sound like much of a fuss, but imagine having hundreds of waves to make with some of them having double digit number of enemies that need to be repositioned upon spawning. Set Position, Set Position, Set PositionI’m sure some people don’t even use prefabs but create instances and populate them on runtime and i presume some more C#-savvy people will find nothing unusual in this and develop their own systems for handling the situation, especially big teams. But i’m neither of those and, for the time being, i really need nested prefabs to finish what i’ve started. Prefabs are great game building blocks that further upgrade great tool that Unity already is and we should be really glad they are taking into account the needs of small or one man teams. I’m anxious to see further improvements that the new prefab system will bring to the table in the future versions. The post Ode to Nested Prefabs from a noob indie dev appeared first on Fat Pug Studio. View the full article
  22. Hi everyone! I'm an amateur pixel artist looking to work on a short-term project. I would like to be part of a team making a cute pixel game. It could be a top-down adventure, platformer, visual novel, or a simulation game as long as it's cute and makes use of pixel art. Here's my portfolio if you want to see what I'm capable of: https://artsybarrels.wixsite.com/barrels This will be a hobby project. I am willing to spend 5-10 hours a week on this. Once the team is complete we can think of what kind of cute pixel game we could make. Currently looking for: Programmer Game Designer Pixel Artist and possibly a Writer

    13 RONIN - DevLog #4 - Say hello to Ester!

    Ester (Eraserhead Animation Editor) is a new tool I've build that will make it easier for me to describe what different animations a spritesheet contains and their different characteristics e.g. how long each frame should be displayed. I can then export the description, as a json-file, and then together with the spritesheet load it into the game and use it to set up my "in game" animations. This is how Ester looks with a spritesheet loaded and one animation created: I'll easily admit that building this tool has been a detour that's taken far too much time from any actual game development, but please let me give you the background. Background 13 RONIN is a pixel-art game with animations based on spritesheets, just like the one below: The spritesheet together with a json-file describing the sheet are read into the game and turned into different animations. A process that works quite well. This is the "Draw"-animation beginning at row 3 and column 1 as described by the json-file below. In this example each frame is displayed for 150 milliseconds Same animation as above but with individual frame times The description file The description file started out quite small, but since I prefer to hard-code as few things as possible and also want room for adjustment, the file grew. This is a file describing the "Draw"-animation starting at row 3 and column 1: { // General description of the spritesheet "spritesheet": { // Size of sheet in columns and rows, // where each cell is a sprite "gridSize": { width: 13, // The sheet has a size of 13 columns height: 5 // and 5 rows of sprites } // Size of a sprite in pixels "spriteSize": { width: 160, // Each sprite has a size height: 160 // of 160x160 pixels } } // Default values for animation frames "frameDefaults": { // Intended for describing hit-boxes and such. This // example would give a hitbox located at same position // as the sprite and of the same size "margin": { "top": 0, "right": 0, "bottom": 0, "left": 0 }, // Offset value used when positioning and drawing // sprites. "offset": { x: 10, // The sprites should be drawn 10 pixels y: 0 // to the right of the destination point } // Frame duration. Display each frame 200 milliseconds // before advancing to next frame "duration": 200 }, // Animations found in the spritesheet "animations": [ // An animation { // Name used for identification "name": "Draw", // OPTIONAL. Will override default setting "offset": { x: 0, // No offset for this animation y: 0 }, // OPTIONAL. Will override default setting "margin": { "top": 0, "right": 0, "bottom": 0, "left": 0 }, // OPTIONAL. Will override default setting. // Frame duration for this animation is 150 // milliseconds "duration": 150, // Start location in grid "index": { x: 0, // This animation begins with image at y: 2 // row 3 and column 1 }, // This animation contains 13 frames starting // at "index" "frameCount": 13, // OPTIONAL. Using this property it's possible to // set frame duration for individual frames "frames": [ ] } ] } Writing and maintaining the description files is very tedious and it's also very easy to make mistakes. Remember that the file above only contains one animation and that is an animation without any individual frame duration times. To get the animation seen in the second example above following "frames"-section has to be added: "frames": [ { "index": 0, "duration": 200 }, { "index": 1, "duration": 175 }, { "index": 2, "duration": 175 }, { "index": 3, "duration": 200 }, { "index": 4, "duration": 300 }, { "index": 5, "duration": 175 }, { "index": 10, "duration": 175 }, { "index": 11, "duration": 175 }, { "index": 12, "duration": 1000 } ] We now have 3 pages of json and only one animation described. I grew tired of this and felt a need for a tool to assist me in describing and tuning the animations as well as automatically generating the json. Together with a desire to improve my skills as a front-end developer I started the development of Ester. Tech Ester is an Electron based application using React as UI-framework. I'm not really a front-end developer and since this isn't the main focus of the blog I won't dwell and deeper into the subject, but for anyone interested in trying out these technologies, there are a lot of posts written on the subject, so just use your magic friend google and you'll get lucky. And please feel free to browse or clone the Ester-repo. I think the project- and component-structure is quite good, but I'm sure there could be a lot of improvements made on the JavaScript- and CSS-code. If you find something really horrific please let me know. Using Ester If you would like to give Ester a try, please visit my BitBucket account for further instructions. If you find Ester useful, run into bugs or have ideas for new features, please don't hesitate from letting me know. Please be aware that this is not a finished product, but something I'm working on as part of the game development project. Fatal crashes might happen and breaking changes be introduced. You're also very welcome to clone and extend the product yourself. Happy coding! /jan. NOTE. As always, everything I show, share or write about here is work under progress and subject to change.
  24. Hi everyone! Just want to everyone to know that I have published DevLog #4 for my upcoming game 13 RONIN, a pixel-art samurai fighter in the spirit of classics like The way of the exploding fist and Barbarian. In DevLog #4 I'm writing about my new tool Ester. It's an editor for tuning spritesheet animations and generating json-files describing the animations. For anyone doing spritesheet animations it might be worth checking out. Happy coding! jan.
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