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Found 45 results

  1. Devlog #3- Monsters and Mythos! October 15th, 2019 Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami Weekly Updates Week 3: More Creatures within Kinfallen Forest Here is a showcase of two more enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: Scavenger: Thought by some to be corrupted descendants of those lost within Kinfallen Forest, the scavenger hunts for trinkets and valuables scattered along the undergrowth of the forest. It carries its belongings in an overstuffed satchel upon its back, clinging to the past memories these items possess. When spotted, they will back away and only attack when threatened, but will become emboldened when other members of its kind are nearby. Uprooter: A subterranean creature of the forest, the uprooter dwells mainly within the vast root system of Kinfallen Forest, digging burrows and creating mounds of soil. Its nose resembles a forest flower, tricking passersby into a sense of security. When a traveler encroaches on its territory, it will jump out of the ground and attack with its powerful claws, sometimes throwing mounds of dirt and rock in defense. Weekly Member Spotlight: This week, I metaphorically ‘sat down’ with Arabesco, one of our artists on the team and an incredibly talented pixel-art animator. I asked her about her process and working style to produce such amazing animations for Yami. Thanks again to Arabesco for answering our questions! Q: What is your artistic background? A: “I began my journey into art very early on - I was around 2 when my cousin drew a cat on paper. Enchanted by the idea of creating something in paper, I decided to learn how to draw. Eventually I began to draw digitally as well and thus became fascinated with the idea of making artwork for a game. For now I am doing Visual Arts as a major in college and will possibly get a minor in graphic design.” Q: How did you get inspired to make art for a video game? A: “When I was 14 or so, I found out that people could make their own games relatively easily and publish them in the internet. The catch was that you needed to make your art yourself. I did not know about sites that let you use their material for free. So I decided to do game art and thus live and learn, reading pixel art articles and whatnot as well as staring at spritesheets while figuring out how do The Experts do it.” Q: How do you animate your art? A: “When it comes to pixel art, I use an approach that to an extent is similar to rigging/puppeteering: putting the moving parts in their layers and moving them with edits to maintain consistency. This allows for a faster workflow. Outside of it I tend to do hand drawn animations in krita.” Q: Tell us briefly about yourself! A: “I am an individual. Living in some south american country, close to the sea, I often either work on the many things I have or just stand there. Menacingly.” Q: What is your process for making art? A: “I first have an idea. Then I try to think of the many ways to approach said idea. Then I materialize the concept. Once I feel it is satisfactory, I put it out.” ~Look for our post Next week where we show concepts for the Yami planet of Raum, and concept art for one of our NPCs~ Check out our new Website: https://tumultuousproductions.site/index2.html Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami
  2. Devlog #2- Getting the Ball Rolling! Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions For more about Yami: Our Game: Yami Weekly Updates Week 2:Concepts of Creatures within Kinfallen Forest Here is a showcase of two enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: Shrubble: This small creature resembles the plant-life of Kinfallen Forest, and scurries along the forest floor, attacking any nearby threat by shooting seedpods or attempting a pitiful attack. When cornered, it will usually either burrow itself underground or flee. Tresswing: (Before and after) This aerial creature only has two wings and a beaked face, and flies amongst the canopy of the forest. When spotting an unsuspecting wanderer, it will swoop down to peck at any unlucky traveler’s head. Weekly Member Spotlight: Beginning every week, there will be a small Q&A segment, wherein we ask a member of Tumultuous Productions some questions to learn more about our talented team! For this week, we asked our Lead Composer for all Yami sounds and music, Sassykeys, a few questions to provide an insight into his creative process. Q: What originally inspired/brought you into pursuing and learning music? A: “As early as I can remember there was a piano in my house. I used to enjoy sitting down and smashing some keys - even if the notes didn't make sense I still enjoyed it. So I think a natural interest at an early age really helped.” Q: What led you to want to create music for a video game? A: “I had been doing session jobs for a while, but felt something was missing. My main time spent on piano has always been composition. I don't actually know that many songs on piano, but I've always enjoyed coming up with original material. This stems from discovering new chords and combinations on the piano since an early age and developing that theoretical knowledge through trial and error. Anyway, it's helped me as a session musician, but with so much material I've recorded and haven't released, I figured doing some music for video games would be a really nice outlet. I also really like video games.” Q: What is your creative process? How do you get the ‘musical juices’ flowing? A: “Play piano. I've found this to be incredibly important in helping me come up with ideas, especially since I'm spending a lot more hours sitting at a computer than I'm used to. Whenever I have “writers block” it's normally because I haven't jammed for a few hours on the keys like I normally do.” Q:What is a random fact about you? A: “Yumface is my favourite emoji and it's more or less the only one I use.” Q: How does making music for a game differ from making it for a general audience? A: “It doesn't differ all too much asides from maybe you prioritise the music fitting in with the game over how somebody might perceive it if they were listening just for leisure. In saying that the video game is hopefully being made for a general audience too, so their enjoyment of the music is still very important to me.” ~Look for our post Next week where we provide more information on the Scavenger and Uprooter enemies and the release of our new website~ Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions For more about Yami: Our Game: Yami
  3. Unknown Castle has been released on Steam! Buy or wishlist it:
  4. It’s been a long time since the previous ConnorORT Studios devblog so let’s dive right in! Our plan since the release of Towards The Pantheon has been to work on one light hearted adventure game and a darker survival horror style game. As a result we began development on Bam’s Countryside Adventure, a farming sim with magic, adventure, and fantasy elements starring Bam the cat from Towards The Pantheon, and a survival horror title Purity Of Intent. We realized that the scope of Purity of Intent would be better tackled when treating it as the only game our studio has in development. It became clear to us that we wanted to work on a darker Bam game alongside Bam’s Countryside Adventure and the result has become Bam and the Castle of Horror! Bam and the Castle of Horror also stars Bam the cat, but this is no countryside adventure! Bam receives a mysterious letter from his long lost brother Biggles which claims that he has been trapped in an abandoned castle. Bam can’t be sure whether this is true or not, but he can’t live without at least trying to save his brother and quickly rides his sled down to the castle to investigate. Upon entering the door locks behind him and he discovers that he is in for a much darker and more frightening journey then he could have ever imagined. The game is heavily inspired by classic survival horror games such as Resident Evil and Silent Hill while also not being afraid of exploring new mechanics and creating its own space in the genre. Mixing the cutesy elements of a cat sipping green tea to recover health in a safe room with the terror of him soon after being dragged by a monstrous mad man into a barrel of acid was at first odd, but Leandro and I have enjoyed merging these two seeming conflicting worlds and styles together into something new and unique. We’ve been crunching hard to get a feature complete internal demo of Bam and the Castle of Horror ready for testing. This demo will consist of an arena where Bam fights against gauntlets of enemies, similar to the Mercenaries mini games in recent Resident Evil games. Although the main campaign of Bam and the Castle of Horror is story and exploration driven we feel it’s very important to focus on the core gameplay mechanics and perfect them first before moving on with level creation and world building. With this ‘arena mode’ demo we will be able to tweak the gameplay elements, enemy AI, and overall feel and atmosphere of the game until it’s just right. Once all the gameplay elements are solidifed, we’ll also know how to best design the levels and campaign around those mechanics. This is something we’ve learned from our work on Towards The Pantheon where we worked on all of the game’s elements simultaneously as opposed to focusing on the core mechanics first. Progress on Bam’s Countryside Adventure has taken a temporary backseat in favor of getting Bam and the Castle of Horror up to speed, although Leandro has been working on various art assets such as crops, shipping bins, character houses, dialog portraits, UI, and much more. We’ve also spent time thinking of ideas to experiment with when it comes to game design, such as the magical abilities and systems Bam will be able to use and how those elements will change his adventure. Since there are plenty of farming sims in the market it is important to brainstorm how to make your own game stand out. We’ve been looking at games such as Golden Sun and Black & White for inspiration and we look forward to exploring some of the gameplay mechanics we have in mind, taking what works and leaving what doesn’t until it is solidified. I’ve also started putting together lore and backstory that fits the mechanics well which will create lots of cohesion. Leandro has been recording footage showing the creation of the pixel art for both games which he will begin editing into speed art videos, similar to the ones he made for Towards The Pantheon. I plan on recording some behind the scenes videos where I document the creation of both games as well as explain their development – such as how the soundtracks are made, how the code is architected, how we manage our tasks and keep in sync with one another, and more. On the music side of things, I’ve been singing and playing live with the Vancouver metal band Edith as well as slowly working on new bits of music. Game development takes priority over my solo music these days (especially since game development includes creating new soundtracks!) but sometime in the future it’ll be very exciting to share some recordings from my new solo project. It was my 28th birthday yesterday and I’m currently on a two week vacation… but I brought my computer and gear with me to work on both of the Bam games every day. We can’t wait to eventually get these games in your hands but we are also committed to working as much as needed and doing whatever it takes to deliver the best games we can. Thanks for reading! Be sure to let us know what you think of our development blogs and share the blog with your friends, we’d really appreciate it! You can follow myself, Leandro and ConnorORT Studios on social media for more frequent updates: Follow ConnorORT Studios on Twitter, Facebook, and Instagram, Follow Connor O.R.T. Linning on Twitter, Facebook, Instagram, Twitch, Tumblr, and Youtube. Follow Leandro Tokarevski on Twitter, Facebook, Instagram, Twitch, and Youtube.
  5. theaaronstory

    Adventure Update (Origins&Future)

    Thought to share that I just launched the Adventure Update for Twelf Kingdoms! ABOUT THE UPDATE: The update includes: - Story branching and shortcut (to skip the first part of the game, located under Saved Games) - Karma System - Menu/FX improvements This update was a bit of a stretch, but we made it. It includes the very basics of my branching story-line, where your actions slowly (or rapidly) change the flow of the game, depending on how you play it. This is where the Karma System comes into play: Each action has a ripple effect on the story, and the more you repeat a particular action, the more its effects accumulate. And eventually reach a point, where it could have severe implications on what you experience . . . ABOUT THE ORIGINS & THE FUTURE: This update was brought to life earlier than wished for, mostly due to reasons outside my reach--unfortunately. Will keep on working it, but the next release might not even arrive . . . (soon enough) Thought to share where this small game idea came from. Just have a look at the original game concept, I've done a few months ago: The game was supposed to be more than just a Choose Your Own Adventure game, it supposed to be a single player, role-playing adventure! But of course that was a thing that I could not achieve alone, that is why I decided to start developing this bare-bone game of a concept. Had a ton of fun doing it, despite the fact that on some occasions I almost pulled out all of my hair! But that is game-development in a nutshell. Until then . . . Take care, theaaronstory You can play the game at my site: https://theaaronstory.itch.io/twelf-kingdoms
  6. theaaronstory

    Pixel Dev build 23.06.19.

    Thought to share my Devlog here as well, in case someone was interested: Semi-major update: Been working on mostly behind the scenes (for the update), but also managed to spill out the typewriter effect you see in the video (needs more polishing tho'), alongside with implementing a new side menu (new sound/art/cursor and features). It's purpose is to give you additional information, if you choose so. Oh and REMOVED that annoying scrollbar on the right! Take care, theaaronstory
  7. Making the weapon itself First thing we need to do will be making the weapon that will actually be launching those missiles, right? It’s a plain and simple contraption made of two FSM’s i called FiringSystem and FiringTimer. Firing system will handle the missile creation, and FiringTimer will take care of giving the weapon a rate of fire. It’s basically a countdown timer of cooldown between two missile salvos. It’s a really simple setup. Firing System FSM Here’s the graph of the system that controls missiles. Let’s get through the states one by one. Firing System ControllerIdle and Stop firing states, triggered by Start and StopFiring global events (global event is an event that can be sent to this FSM from any other FSM) are empty. They are used to have the system in the state of waiting for the command from another FSM via global event, in this case, the FiringController (which there’s no need to cover here, it’s just an input system to detect the firing button has activated the FSM). When the Fire global event has been received (dark gray rectangle, like Start and StopFiring), we will be getting the Countdown Timer Value from the FiringTimer every frame and compare that value via Float Compare action with 0 so we know when the weapon has cooled down. When the counter hits zero, we move to Get Fire Button state where the FSM will anxiously wait for you to mash that button to spawn missiles. Get Timer ValueOk, we’ve hit that button and moved to Missile Counter state. It is set to 0, and it will count the number of missiles we want to spawn. Once it gets to the predefined number, it will stop creating them and move on. Every time we enter the Missile Counter state, +1 is added to the counter variable and the missile is spawned in the connected SpawnMissile state. Immediately afterwards, we go back to Missile Counter state where we check the counter. In my case, when it hits 11 (so 10 missiles are created) we no longer move to SpawnMissile state but to Send Reset Firing Timer Event state. In that state, a global event is sent to the FiringTimer FSM to start counting down. Until the counter tells us it counted down to zero, we won’t be able to fire the weapon again. Missile CounterResetting The Firing TimerOf course, before we get back to the state of waiting for the countdown timer to do its job, we need to reset the Missile Counter to 0 so we can use it again. It is simply done by setting the value of the INT variable Counter to 0 in the mid state called Reset Counter. Resetting The Missile CounterFun part – Missiles! Now that we created our firing system that happily churns out 10 missiles in a matter of frames, we need to know what to do with them, right? I won’t be covering the topic of playing the sound of the missile or dealing the damage/destroying itself when leaving the screen or making the particle system for the trail as those are really not the point of this blog post and are part of some other intertwined systems. Instead, we will focus on the movement. Our missiles are made of two components, the bullet itself that contains VerticalTranslate and HorizontalTranslate FSM’s and only the transform component, and the child element that holds the SpriteRenderer. FSM’s dedicated to controlling horizontal and vertical movement of the missile The reason why the missile is split into two GameObjects is because we will be using translate movement instead of physics for missile movement so we are unable to use the movement vectors for sprite rotation and instead have to rely on a different technique. Horizontal Translate FSM is straightforward and designed with only one purpose in mind – to control the horizontal movement of the missile. Horizontal movement of the missile There’s really not much to it. We will apply a random amount of acceleration per missile so we get the effect of some missile being slower/faster than the others. Bear in mind that you also need to define the starting Speed of the missile if you don’t want it to start at 0 speed. I opted for 1.75. VerticalTranslate FSM is where things get fun. Start state is a random event in which it is decided by pure randomness whether the missile will start moving up or down. Oh, this one decided to go up! We’ll just make it move up a bit (you can also randomize that value, which i’ll probably do, but not too much) by adding the float value to the Y axis in the translation. Moving UpWe will wait for a random amount of time before staring to move down. Moving DownThe principle is the same, we are applying a negative float value to the Y axis and translating the missile so it slowly straightens itself and then starts nosediving. If the missile chose to go down instead of up in the Start state, the rest of the states are exactly the same, we just apply negative value to Y axis in the Move Down state to make it go down and then the positive value in the Reverse Move Up state to make it go up. Now that we have our missile moving all around we need to take care of the visual representation. As noted before, we are not using physics for movement but a simple translate movement (which is equal to clicking on the game object, holding down the button and moving it around the screen) so we need to relate on a simple technique to point the missile towards the movement direction. Getting the missile positionFirst we need to get the current missile position, i’ll be saving it in the LastFramePosition vector2 variable since it will be the last frame position in the next state. Looking at the direction of the last frame positionAll we need to do now is to rotate the GameObject towards the last frame position and adjust the rotation. Bear in mind that i’m using 0 degrees of the Rotation Offset since my missile sprite is rotated towards left, but if your missile sprite is pointing right as things usually are, you should set the Rotation Offset to 180 so it’s actually looking in the opposite direction of the last frame position. The reason we are doing the things this way, with the parent in charge of movement and the child in charge of holding the sprite and rotating it is because the rotation of the parent object would cause the missile to not move properly since rotation affects the translation of the objects. Here is the final result with particle system added for trail as well as damage detection and all the things that make the missile a missile. If the images are too small, you can find the FSM templates in my GitHub repository View the full article
  8. AlienplayGames

    Reap | Release Announcement

    Hey everyone! I haven't posted anything in a while (sorry about that) so I just want to let you know that "Reap" is going to be released tomorrow (6/16/2019). Reap is a 2D puzzle platformer in which you throw spells to slow things down. It will feature 24 levels that award thoughtful playing, skill and patience. It is going to be available on Itch, GameJolt, Armor Games, Kongregate and Newgrounds.
  9. ERASERHEAD STUDIO

    13 RONIN - DevLog #11 - 2nd Public Build Released

    Hello friends! It’s been a while since I posted any news regarding 13 Ronin. A new challenging project at my day job and a renovation of my apartment have been stealing both time and energy, slowing down the development speed of 13 Ronin to almost no speed at all. But now, I’ve finally managed to reach the 2nd milestone, and release a new dev build of the game. (I do apologize for the crappy GIF, the game doesn't look this bad in reality) Pretty much all of what I had planned for the milestone is included, a few things have been discarded, but others have been added. Largest additions from the last build are blood splashes, different death animations and a few more moves, but I’ve also made some work under the hood to improve the computer “AI”. There is still a lot to wish for regarding the “AI”, but I’ve made the behavior easier to improve upon, so future versions of the game will hopefully contain opponents both challenging and fun to fight. For anyone who like to try the build (this release is Windows only): Click this link to go to my DropBox-account Download file 13Ronin, 2st Public Build.zip When download is finished extract the zip-folder’ Open folder. Double-click ReadMe.md to read instructions on how to play. Double-click 13Ronin.exe to start game. Press ‘1’ to start game. Press ‘ESC’ to return to start screen, and then press ‘ESC’ again to exit game. Please understand that this is not a finished game, it’s not even a demo, it’s work in progress and will be largely modified and extended before being a completed game. Still interested? Please try it out and give me some valuable feedback. Happy coding! /jan.
  10. richarddaskas

    Resonant Blade - Demo Trailer

    Resonant Blade - Demo Trailer Demo gameplay trailer for Resonant Blade - 2D Sci-Action Adventure. Discover a futuristic world where Terrans are fighting for survival against their own creation, The Corrupt Automata. Scan for resonant frequencies to find enemy weaknesses and navigate puzzles. Dial in the Resonant Blade's frequency and wreak mayhem on your foes! Demo will be available June 17, 2019. Thanks for watching!
  11. AlienplayGames

    Reap | Devlog #4

    Hey everyone! Ludum Dare 44 is over and my game ("Reap", originally "Ripped The Life") has won 135th place in the competition. I'm very happy with that result! :D Progress: As I've planed, I've taken some time to polish up the game a little bit. I made a simple fix to spell shooting mechanic. Basically, gravity does not affect the spells in any way anymore which means that their movement is much more predictable. Hopefully this will make the game less frustrating for the player. Also, given that the Grim Reaper looked a bit weired when walking and seemed floaty when jumping I decided that it's time to change his animations. Here's the new running animation I've made for him: If you're interested in making similar pixel art animations you can check out this tool on Itch: https://0x72.itch.io/pixeldudesmaker One thing I've noticed with these new animations is that the Grim Reaper is now looking like his wearing pajamas XD Thanks for reading this devlog! If you have any feedback or suggestions, make sure to comment down bellow and let me know! :)
  12. AlienplayGames

    Reaping Pace | Devlog #1

    Hey everyone! First of all, I renamed my new game to Reaping Pace. Previous name sounded a bit too harsh in my opinion, and also, this new name illustrates the actual gameplay better. In my previous devlog I said that I'd like to change the color pallet of this game. I managed to achieve that this week and, in my opinion, this new one is just way better. I already managed to make more than 20 levels for it. It's great that this part of development (level design) has taken less time than for my previous projects. This way I should have more time for polishing and playtesting. Here's an interesting way I'm using 'slow fall' mechanic in Reaping Pace: I realized that if you slow down your fall you can jump further. I think this can be a cool puzzle element in the game. It's very simple mechanic and I like it a lot because of that. Overall, the game is coming up very nicely. I'm quite satisfied with the progress. Hopefully, next week I'll have time to polish up some levels, probably add some new ones, and also playtest the game. Also, my the original game (Ripped the Life) is doing pretty well in the Ludum Dare competition. It has more than 40 ratings received and I got a lot of valuable feedback in the comments as well. I hope you like the game so far and Thank you for reading this devlog! You can follow me on Twitter or here on Itch? if you're interested in following the development of this game.