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Found 129 results

  1. 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!
  2. 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
  3. 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
  4. 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
  5. ERASERHEAD STUDIO

    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.
  6. 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.
  7. I am working on a 2D SideScroller game in my own made game engine using SFML and C++.I am searching for 2D artists,especially pixel artist for making and animating characters,backgrounds and other props that can be made in any Drawing Program.The artist will become part of the team of Hammer Studios and he got a part of the Revenue Sharing.If you are interested send me a mail at:ghiurcutaandrei@gmail.com .If you are not an artist but you want to be a part of our Team,Soon we will be recruiting an C++ AI programmers that worked in SFML/OpenGL. We work together using Discord.
  8. Hello everyone, I am looking for a pixel artist for Dwerve - an upcoming tower defense dungeon crawler for PC and possibly consoles and mobile. This is a paid part-time position. High Concept Trolls have ransacked your village during the day without turning to stone. Armed with turrets and traps, you adventure into dungeons crawling with dwarf-thirsty fiends to hack ‘em to pieces and burn ‘em to ash. Do you have the nuts (and bolts) to explore deep enough to destroy their secret weapon? Art Style Sprites will be designed for a 16x16 grid. It must match the current art style, but exceed it’s quality - we want to take the visuals to the next level. Can you make this screenshot look even better? Tasks include creating: Level tilesets Character and boss sprites Tower and trap sprites Character portraits User interfaces Particle textures About us Peter and I (PJ) are game developers based in Tampa, Florida. In 2015, we co-developed our first commercial game, Blacksea Odyssey. We worked with multiple publishers and the Kickstarter community to bring the game to Steam, Xbox One and PlayStation 4. We have been working on Dwerve, our second commercial game, since January. Prototype build/video If you want to check out the game, download and play the prototype build, which simply demonstrates the core gameplay mechanics and preliminary art style. It is not by any means a complete representation of the final game. Alternatively, you can watch this Dwerve Prototype Gameplay YouTube video. Apply via email Email your resume and portfolio to contact@halfhumangames.com to apply. Feel free to send demo sprites that match the current art style! - PJ
  9. ERASERHEAD STUDIO

    13 RONIN - DevLog #3 - The movie analogy

    Here in Stockholm it's been unusually hot and dry for this season of the year and I'm quite convinced that the pharmacies have broken a new record in anti-histamine sales. Last night we were finally blessed with thunder and rain and today the air is cool and nice and the pollen gone. I've sneezed quite a lot the last couple of weeks but I've also done some coding. My primary focus has been building an animation framework for use in intro, cutscenes and background movements and coding an editor for animating sprites. Ester (Eraserhead animation editor) will be the subject of an upcoming dev log and this dev log will be about the animation framework. This is an animation demo and not part of the game Animation framework The purpose of the animation framework is to ease setting up and running sequences of multiple animations. The need for this arose with my desire to create an animated intro with objects moving in different patterns. But I will also use this framework for pre- and post-fight-animations as well as background animations. When finished the animation framework will contain: Support for spritesheet-based animations Builders for setting up animations by code Simple script-language for setting up scenes Loader and parser for script-files In addition to this, I will probably build an editor to use with the script-language for trying out and previewing animations. The movie analogy When designing and naming the building blocks of the framework I've taken a "movie scene"-approach and used a nomenclature found in movie scripts. That gave me following main classes: Scene Actor Action Animation "Animation" might not be a name known from movie scripts, but I kept the name to encourage its use outside of the "animated scene" context. As long as you keep track of calling the update- and draw-methods both actors and animations can be used without a scene. A simplified diagram describing the relationships between the classes Scene Think of a scene just the like a scene in a movie or a theater. It's a "room" where something takes place. A scene can have a name, background image and any number of actors. You draw it on the screen by calling its Draw-method. Background for our demo Actor Unlike in a movie or theater, an actor is not only characters but all things living or dead that has it's own image and is separate from the background e.g. character, bullets flying, rising sun. An actor has a location, it can be visible or hidden, and has a collection of actions to perform that can be looped when done. An actor also has an animation as it's current "gesture". Action Just like in the movies, an action is something an actor does, i.e. an actor will act according to its actions. Some of the available actions are: Show - draw animation Hide - don't draw animation SetPosition - set position of actor BasicMove - move actor to destination with given velocity and acceleration ChangeGesture - change animation Animation An animation is based on a spritesheet, start index in the sheet and a frame count. This determines how the actor will appear on the screen. A note on naming. The property for the animation is named Gesture in the Actor-class, that is a choice I made to keep the movie analogy consistent. I've named the class Animation to encourage use of it outside of the "animated scene"-context. Our famous actor doing one of it's gestures How to To create the scene in the demo above following steps have to be made: Load content Create an animation sheet configuration Create an animation factory Create an actor Create the scene Start the scene Draw scene Step 1 - 5 can all be done in the Initialize-method of the Game-class. Step 1 - Load content As a first step we load background- and spritesheet-images as textures. var background = Content.Load<Texture2D>("Animation_demo_background"); var texture = Content.Load<Texture2D>("Animation_demo_spritesheet"); The demo spritesheet Step 2 - Create animation sheet configuration Then we create a configuration describing animations found in the spritesheet. This object will later be used as argument to our animation factory. var sheetConf = AnimSheetConfigBuilder .Begin() .Name("Samurai gestures") .GridSize(new Point(13, 4)) .SpriteSize(new Point(160, 160)) .DefaultFrameDuration(150) .AddAnimation("Idle", new Point(0, 0), 6) .AddAnimation("Bow", new Point(0, 3), 11) .AddAnimation("Draw", new Point(0, 2), 13) .AddAnimation("Walk wo sword", new Point(0, 1), 8) .AddAnimation("Walk w sword", new Point(0, 4), 8) .Build(); We create a configuration describing a spritesheet with a size of 13 columns and 4 rows where each sprite has a size of 160 x 160 pixels. The spritesheet is called "Samurai gestures" and default frame duration for all animations in this sheet is 150 milliseconds. It contains four different animations. Note that all names must be unique. Step 3 - Create animation factory When the sheet config is ready this step is easy. Call the AnimationFactory-constructor passing in the spritesheet texture and the sheet configuration. Our factory is ready. var animFactory = new AnimationFactory(texture, sheetConf); Step 4 - Create actor Just as it takes some time for an actor to prepare for a big movie role, it takes some coding for us to set up the actor for our scene. var actor = ActorBuilder .Begin(animFactory) .Actions( actionBuilder => { return actionBuilder .Hide() .SetPosition(new Point(-120, -4)) .ChangeAnimation("Walk wo sword") .LoopAnimation() .Show() .Move(new Point(-60, -4), 0.1f, 0.0f) .ChangeAnimation("Bow") .WaitForAnimation() .ChangeAnimation("Walk wo sword") .LoopAnimation() .Move(new Point(110, -4), 0.1f, 0.0f) .ChangeAnimation("Draw") .WaitForAnimation() .ChangeAnimation("Idle") .WaitForAnimation() .ChangeAnimation("Walk w sword") .LoopAnimation() .Move(new Point(312, -4), 0.1f, 0.0f) .Build(); }) .Build(); actor.Loop = true; Here we use the ActorBuilder in combination with the ActionBuilder to create the actor and the collection of actions to perform. All these actions will be performed in sequence and when done the actions will, thanks to the "actor.Loop = true;" statement, be restarted. Step 5 - Create scene As a last building step we tie everything together by creating our scene, and for this, we also have a dedicated builder. _scene = SceneBuilder .CreateScene(animFactory) .Name("Demo") .Background(background) .AddActor(actor) .Build(); Our scene is now ready. Step 6 - Start scene If you run the project you'll find that nothing happens. That's because we haven't included the scene in the game loop yet. Add following lines to the Update-method: if (_scene.State == State.NotStarted) _scene.Start(); _scene.Update(gameTime); Step 7 - Draw scene Still, nothing happens. It's because we're still not drawing the scene. And following line to the Draw-method: _scene.Draw(_spriteBatch, Vector2.Zero); Run the project and enjoy! The future You're as always more than welcome to download the code and use it in any way you like, but since it's still early days please regard it more as inspiration than a working framework. I'm sure there are lots of bugs. And changes will come. If not discouraged, visit my BitBucket-account and get going, or wait for an announcement of a more stable version. Please visit Eraserhead Studio for more. Happy coding! /jan. NOTE. As always, everything I publish here or on any other site is work in progress and subject to change.
  10. So much has changed since the initial "Twin Demon Slayers" game (made for a game jam), that was the origin of all this. First of all, I will stop using the original game title from the jam. The current game evolved into something much more than its original. One thing remained contstant though - its combat system does resemble the one XCOM. Also, I've decided to put the game in a steampunk-dystopian settings - hence the title of this blog post. Anyway, here's the progress made in May (well, in the second part of May - as previous blog post was written on May 14th): 1. Overwatch mechanism 2. New graphics 3. UI/QoL changes 4. Performance improvements 1. Overwatch mechanism The idea behind overwatch is simple - a character can spend their action to going into an overwatch state - this will allow them to perform a ranged attack during enemy turn - if the enemy moves within the shooting range. Such mechanics allows for more tactical depth during combat - but let's not get into details here, as XCom has already exercised this concept. Anyway - do see it in action below: both player characters enter overwatch (and an icon indicating this is being displayed). Then they take their reaction shots when the enemy starts closing in on them. 2. New graphics So I knew I told myself to wait with the graphics until all core game features are ready. However I came across opportunity to work with a great pixel artist (whose name is Kurt Prieto) and I didn't want to waste such chance. The result of our cooperation are this first concepts of the rogue/ranger character type - check them out: Rogues, baby! Now, the important thing here was to make sure that the game environment (which is tile-based) works correctly with new character model. Previously (when using my 'programmer art') this was easy - a character was of the same height as other tiles. This did not look realistic, but at least did not introduce any extra issues. The new models are taller, and I had two possible ways to make sure that they blend in the tile-based word: #1 I will make sure that they are still of the same height as the other tiles, or #2 The character models will be higher than the tiles. Big-tile approach on the left, small-tile on the right. For me, the 2nd one is a definite winner. Approach #1 was looking too rough for me. The price of making sure that the characters and map tiles always take up the same cell space came with a huge price - the allowed character density was not good enough. Also, the walls become too bulky; basically the game scene contained too much empty space. So I've chosen approach #2. This of course introduced other issues - especially with visibility behind parts of the walls, that I will address in a while. 3. UI/QoL changes So a good and smooth user experience is something I always value the most in computer games. I will make sure that the same could be said about the game I am working on. First major improvement is the cover display at the movement target - basically the user is able to see the cover that each obstacle could provide. Also, if the character would be flanked at the given location, the covers are displayed on yellow. Yeah, I know that enemies are using the same sprite as the player character. You can already see an issue with this in the gif above: the user is not able to see the cover information on the tiles which are hidden behind walls. Same for the display of characters themselves. Maybe such walls should become transparent? Another improvement is targets preview. When the player holds the alt key, they are able to see all potential ranged targets that will become available at the given location - along with flanking information. Neat features, aren't they? And sure, XCom had them too. And as they were extremely helpful there, I am sure that they will be useful in my game as well. 4. Performance improvements Yes, I know that early optimization is a bad practice - but surely not in a situation when the pathfinding code starts to tank the framerate when it has to deal with 50x50 tile map. And sadly that was happening before the improvements. The solution was simple - to make sure that the A* pathfinding algorithm only works on a limited part of the map; basically it now does not perform the calculations outside of the movement range of a character. What's next? I am constantly working on making the tactical combat playable. My plans for June include: area of effect attacks, including grenades, armour mechanics (reducing damage, armor piercing mechanism), changes to ammo mechanics (will try out a different approach than the one in XCom!). Stay tuned and let me know what you think so far!
  11. kirito

    i need help

    hey guys i wanna know how much of everything it costs to make a game kind of aberoth if u haven't heared about it take a fast look here:http://aberoth.com
  12. Hello everyone, I'm trying to display a 2D texture to screen but the rendering isn't working correctly. First of all I did follow this tutorial to be able to render a Text to screen (I adapted it to render with OpenGL ES 2.0) : https://learnopengl.com/code_viewer.php?code=in-practice/text_rendering So here is the shader I'm using : const char gVertexShader[] = "#version 320 es\n" "layout (location = 0) in vec4 vertex;\n" "out vec2 TexCoords;\n" "uniform mat4 projection;\n" "void main() {\n" " gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n" " TexCoords = vertex.zw;\n" "}\n"; const char gFragmentShader[] = "#version 320 es\n" "precision mediump float;\n" "in vec2 TexCoords;\n" "out vec4 color;\n" "uniform sampler2D text;\n" "uniform vec3 textColor;\n" "void main() {\n" " vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n" " color = vec4(textColor, 1.0) * sampled;\n" "}\n"; The render text works very well so I would like to keep those Shaders program to render a texture loaded from PNG. For that I'm using libPNG to load the PNG to a texture, here is my code : GLuint Cluster::loadPngFromPath(const char *file_name, int *width, int *height) { png_byte header[8]; FILE *fp = fopen(file_name, "rb"); if (fp == 0) { return 0; } fread(header, 1, 8, fp); if (png_sig_cmp(header, 0, 8)) { fclose(fp); return 0; } png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return 0; } png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL); fclose(fp); return 0; } png_infop end_info = png_create_info_struct(png_ptr); if (!end_info) { png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL); fclose(fp); return 0; } if (setjmp(png_jmpbuf(png_ptr))) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_init_io(png_ptr, fp); png_set_sig_bytes(png_ptr, 8); png_read_info(png_ptr, info_ptr); int bit_depth, color_type; png_uint_32 temp_width, temp_height; png_get_IHDR(png_ptr, info_ptr, &temp_width, &temp_height, &bit_depth, &color_type, NULL, NULL, NULL); if (width) { *width = temp_width; } if (height) { *height = temp_height; } png_read_update_info(png_ptr, info_ptr); int rowbytes = png_get_rowbytes(png_ptr, info_ptr); rowbytes += 3 - ((rowbytes-1) % 4); png_byte * image_data; image_data = (png_byte *) malloc(rowbytes * temp_height * sizeof(png_byte)+15); if (image_data == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_bytep * row_pointers = (png_bytep *) malloc(temp_height * sizeof(png_bytep)); if (row_pointers == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); fclose(fp); return 0; } int i; for (i = 0; i < temp_height; i++) { row_pointers[temp_height - 1 - i] = image_data + i * rowbytes; } png_read_image(png_ptr, row_pointers); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGB, temp_width, temp_height, GL_ZERO, GL_RGB, GL_UNSIGNED_BYTE, image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); free(row_pointers); fclose(fp); return texture; } This code just generates the texture and I store the id on memory And then I want to display my texture on any position (X, Y) of my screen so I did the following (That's works, at least the positioning). //MY TEXTURE IS 32x32 pixels ! void Cluster::printTexture(GLuint idTexture, GLfloat x, GLfloat y) { glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); GLfloat vertices[6][4] = { { x, y + 32, 0.0, 0.0 }, { x, y, 0.0, 1.0 }, { x + 32, y, 1.0, 1.0 }, { x, y + 32, 0.0, 0.0 }, { x + 32, y, 1.0, 1.0 }, { x + 32, y + 32, 1.0, 0.0 } }; glBindTexture(GL_TEXTURE_2D, idTexture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO); glUniform1i(this->mTextShaderHandle, GL_ZERO); glDrawArrays(GL_TRIANGLE_STRIP, GL_ZERO, 6); } My .png is a blue square. The result is that my texture is not loaded correctly. It is not complete and there are many small black spots. I don't know what's going on ? It could be the vertices or the load ? Or maybe I need to add something on the shader. I don't know, I really need help. Thanks !
  13. DelicateTreeFrog

    OpenGL GLSL: 9-slicing

    I have a 9-slice shader working mostly nicely: Here, both the sprites are separate images, so the shader code works well: varying vec4 color; varying vec2 texCoord; uniform sampler2D tex; uniform vec2 u_dimensions; uniform vec2 u_border; float map(float value, float originalMin, float originalMax, float newMin, float newMax) { return (value - originalMin) / (originalMax - originalMin) * (newMax - newMin) + newMin; } // Helper function, because WET code is bad code // Takes in the coordinate on the current axis and the borders float processAxis(float coord, float textureBorder, float windowBorder) { if (coord < windowBorder) return map(coord, 0, windowBorder, 0, textureBorder) ; if (coord < 1 - windowBorder) return map(coord, windowBorder, 1 - windowBorder, textureBorder, 1 - textureBorder); return map(coord, 1 - windowBorder, 1, 1 - textureBorder, 1); } void main(void) { vec2 newUV = vec2( processAxis(texCoord.x, u_border.x, u_dimensions.x), processAxis(texCoord.y, u_border.y, u_dimensions.y) ); // Output the color gl_FragColor = texture2D(tex, newUV); } External from the shader, I upload vec2(slice/box.w, slice/box.h) into the u_dimensions variable, and vec2(slice/clip.w, slice/clip.h) into u_border. In this scenario, box represents the box dimensions, and clip represents dimensions of the 24x24 image to be 9-sliced, and slice is 8 (the size of each slice in pixels). This is great and all, but it's very disagreeable if I decide I'm going to organize the various 9-slice images into a single image sprite sheet. Because OpenGL works between 0.0 and 1.0 instead of true pixel coordinates, and processes the full images rather than just the contents of the clipping rectangles, I'm kind of stumped about how to tell the shader to do what I need it to do. Anyone have pro advice on how to get it to be more sprite-sheet-friendly? Thank you!
  14. Good afternoon, My team and I, Redd Project, have been working on an Isometric Turn Based RPG based on a crypto currency. The story is set in a post utopian world where human powers have become a norm for a small minority, destroying the newly found balance. We're recruiting 2 artists part-time or 1 full-time on a contractual Rev-Share basis, which takes into account contribution and other similar rating systems. It's a risky project, but you might be about to embark on the most refreshing game project of your life. We're trying to create a small footprint in the fresh crypto gaming market, absorbing an entire gaming community in a world where playing is actually synonym with real world value creation. As such, you'll find hereunder some art styles that we're aiming for. If you're interested, contact me at MyReddProject@gmail.com or through Discord (at Redd#3121).
  15. Louis Brady

    New Focus

    Hey again. First off, I had to change the blog title. I won't be working on the 3d platformer anymore because my computer crashed. Short story: I was working on the physics in Unity and I was having trouble, so I tried to stream my work on Twitch. Well, with OBS, Unity, Blender, and the internet running, the motherboard on my Asus overloaded... or something. My screen went black and when I googled it on another computer, I got a few ideas as to how to fix the problem. Basically, I need to take my computer to the geek squad and see what they can do for me. Additionally, however, I just moved to a new place. I'm transitioning between jobs, and I haven't had the time or money to get my computer fix. Which brings me to my "new" project.... A while ago I was working on a 2D platformer that was in the style of Castlevania and Spelunky, but with a more interactive story line. This project was a way for me to practice pixel art. I was inspired by Mort Mort who is a great pixel art guru that I follow on Youtube, Twitch, and Twitter.(@MortMort) He posed a challenge for beginning artists: choose 4 colors to be the color palette and design pixel art for a small scaled project - like 16x16 or 24x24. So, this is how my 2D platformer came to be. During the creation process, however, I lost enthusiasm, and I eventually thought that my game was boring, uninteresting, and contained poor art, but since my computer crashed, I revisited my old project on my older computer and I think I could make it work. Now, the project that I will be blogging about it called Zero. It follows the journey of Marcus who must collect "orbs", or zeros, from undead creatures for Professor Fyle's experiments. Marcus must collect a certain amount of zeros per level to advance. Here is a devlog that I started in 2017 when I started this game. Video 1 Video 2 And here are some visual updates: Currently, I am working on giving the first levels a soundtrack as well as creating sound effects. So this upcoming week's focus will be sound and when I need to shift focus from FL Studio, I will continue on working on art for the game. The next blog will be more detailed. Because this is a project I am picking up on from the past, I didn't want to go through everything that I did in terms of development process, but if anyone has any specific questions, I would be glad to provide more information. Until next week! Happy Mother's Day!
  16. SOS-CC

    Mobile Week 6

    Hey All, Little bit of a lighter week this week. We have had a set back in my wife's care. The next two weeks may be small in updates as well as she needs to have radiation, in addition to chemo, Mon-Fri each day for the next two weeks. So we have lot's going on and we hope that the radiation is going to resolve the complications that we have run into. It's another reminder of why we want to help people, why we hope the game helps our website and it also helps entertain everyone who has, had, or knows someone with cancer. So again it’s possible we may not have another blog post for the next 2 weeks. For this week updates included are: Random Enemy Generation. I have written a script that randomly spawns germs into every room. Not only is the amount of germs spawned in the room completely random, the kind of germ is also random, as well as the position. Also every time the game is now started a new "seed" is generated. Now every play through is completely different with what germs and how many are in each room. Right now it's calculated so that each room has a 33% chance to either have 3, 4, or 5 germs spawned. There's also a 33% chance that each type of germ has a chance to spawn. I have also taken the script I wrote and set it up for breakable objects. So right now the only breakable object in the game are cardboard boxes. So I have set it up so that the boxes are randomly placed in each room and the amount is random. If and when I create more breakable objects they will be added to this script. I have created readable signs. These signs will provide valuable information to the game world. Also will provide as a quick tutorial in the game first opening room. The signs text will display when you are up against it and facing it. Did some more work on the shadows. made more sprites and objects. The two kids wanted toilets in the game. So there are now toilets in the game. They are objects that will be in the game world to act as on obstacle. Created caution tape and trash cans. These are also obstacles. Can be combined all together to create barriers to close off parts of the room to make it smaller or to provide larger obstacle. Created new enemy. He is a wall crawler. He may not be introduced until the 2nd world. Boxes now leave a crumbled mess behind when they are destroyed. Falling animation was cleaned up and looks a lot better now. Sped up animations. player now swings faster and recovers quicker. This allows for a quicker reaction to hit the flying enemies when they are coming after you. makes game feel "quicker" sped up enemy destroy animations sped up cardboard box destroy animation UPDATE: Updated gameplay video. FPS issue has been resolved and should not run into this anymore!
  17. JohnyBGooD

    Pixelpunk XL - Out Now!

    Greetings! I'm happy to announce that Pixelpunk XL has been released today on Steam! I thank all the people who support me and give feedback on my posts. Steam page: http://store.steampowered.com/app/803850/Pixelpunk_XL/
  18. i'm am looking for volunteers with little or no experience to help with music and graphic design. i was thinking of making a platformer game by myself to get into programming but struggled to make music and do Character design you PC doesn't need to be amazing,need to be willing to spend time doing your role, if you are interested please contact me with one of the means below. email deadlessgames@gmail.com discord xwolf572#6974
  19. SOS-CC

    GameMaker Week 1

    This is the first week of our Blog Entry. We hope to update this weekly, if that does not happen forgive us, we are very busy. We will certainly update when we can. We are making this game as a family. The game will be completely done by my Wife, 2 kids, and myself. I will do all of the coding, as I have experience with this, and teaching my son along the way. All of us will do the artwork and game ideas. We are going to be sticking to pixel artwork as none of us are great artist and this is much more forgiving and fun to work with. The game is going to be an RPG game. However it has heavy influences from games like: The Binding of Isaac Feral Fury Wayward Souls Space Grunts Legend of Zelda Among other greats! This will be a rouge-like RPG with permanent un-lockable's and upgrades. The game is being coded in GameMaker 2. We will be using other programs as well for the sprites and other pixel goodness. At the current moment our target platform is IOS and we plan to make the game a free download. This game will be completely self-funded. Our target audience is anyone who likes playing Rouge-Like RPG's, like the games above, and of course anyone who has battled cancer, battling cancer, or close to someone that has. This is going to be a kid friendly game. We hope the game is played by kids and adults who are battling cancer, or have been effected by it, and gives them hope that they can beat the disease and live a healthy and long life. The story of the game is influenced by my wife. My wife is currently battling cervical cancer. Throughout this journey we have come to realize there is not a lot of info on cervical cancer. There is barely any awareness and we could not find any support. Don't get us wrong there is a MASSIVE amount of support out there for cancer. However we realized that certain cancers like lung cancer, breast cancer, etc. have there own support channels, as well as foundations for donations. This unfortunately is not the same for cervical cancer. We hope to help that. With our website we want to curate all of the information we have gathered and learned on our own and from research. We want to give a "one stop shop" for people that want to learn more about cervical cancer to come to the website and have all of their questions answered as well as learn more along the way. We hope the game also helps promote that. So with all of that said the game was more of a vision. Something fun for kids to play, and more importantly something for our family to create together. Current Status: Main Character, my wife, sprite has been created. This includes front, back, left, and right side. Main character has full movement, walking, and running animations. Main character also has collision set. Base room has been created for testing. This is an empty room with just walls to test collision and the sprite animation. What is being worked on in the current moment: Building array's for inventory management more animations for attack and character rolling more sprite creations enemies bosses levels props Will post some sprites here soon once I get them in a proper GIF. Till next week, Thank you.
  20. SOS-CC

    Pixel Week 3

    Hey All, Sorry didn't realize yesterday was Tuesday and it was blog update day, so here is the update a day late. The past week we did a lot more work on the actual world layout. I spent time on the actual viewport, camera, and resolution settings for the game. This should now be all set so that when it's ported to IOS it will fit correctly on all screens. I also scaled all the sprites in the world Parent Room so they look correct to the size of the sprites for the enemy's, props, and main character. One of the big changes that I made was making a parent room. I have added all the objects, layers, assets, backgrounds, etc. to the parent room. Now when adding additional rooms for the world I no longer have to recreate from scratch, I can inherit all the settings from the parent room and quickly configure and change the child room to our liking. This will GREATLY lower the dev time of making new rooms which will increase the overall room amount per world. Also did a lot more work on artwork and sprites. Added attack animations for Germ 2. Coded all of the hurt boxes, hitboxes, destroy, draw, and variables set for a parent Enemy object. Now when I create new enemy's I will make them child's of the parent enemy object so I don't have to re-write code. Also coded the same for the main playable character. The main playable character, who will now be called Sarah, has health and a hurt box and can take damage from parent Object Enemy. Germ 2 can now take damage and be destroyed. For Germ 2 being destroyed I have scripts for effects. Germ 2 has a full destroy effect animation as well now. I would like to show everyone the attack and destroy effects however the GIF program I am using on my MAC, GIPHY Capture, seems to lower the frame rate of gameplay when recording so I don't want to show you with those results. Does anyone have a recommended program to record some gameplay that I can attach on this site? I don't know exactly the size limit gamedev imposes on attachments in the blog. For now I will show some screenshots of the new layout of the test room. You will see, if you compare to last screenshot, that it has been scaled and looks a lot better this way. Also attached the coin currency that can be collected in game. This currency will be used to "buy" permanent upgrades for playable character as well as new Rooms for arena mode. They can only be collected by playing the game and NOT by IAP. Next will be working on UI artwork and coding. Till next week, thank you.
  21. Pixelated_Nate

    14th of April: Fight Like A Girl!

    Hey folks! Back again with a small update this time. This week I came down with a really bad flu, so the art side of things slowed down a bit toward the end of this week. In saying that, we've got enemies started! At the moment we have two enemies: Slimes and Bats, because all RPGs need Slimes and Bats! The Slime is using A* Pathfinding in order to locate the player and navigate toward them, avoiding obstacles to give you a big squishy hug of death. Our Bats operate a little differently due to them being able to fly over obstacles. Instead they are using Raycasts and a simple Rigidbody to give them a "floaty" feel when they move around and when hit with an attack, their knockback is double that of a regular enemy to really give the feeling that these fellas are flying around. \ Another thing we've added in is the Elemental Variants of enemies. Whilst we're still working on the different damage types, the artwork for all the variants of these two enemies have been prototyped. (Trying to get a good picture with these monsters hurts! They knocked 5 hearts off me!) We've also done more tidying up here and there, though nothing terribly noticeable at the moment. I'll hopefully have a bit of a meatier blog post next week as we go further into combat, start working on scene transitions, menus and get this project from a system prototype to something resembling a game. Till next time, folks!
  22. Gunner Gaming Studio

    April Update

    Hello all, This past weekend we were at our biggest culture/gaming convention our area has almost breaking 10k visitors. With us we had some screenshots of the new area we had been working on we were calling the Plains area. After sitting in on some gaming and voice acting panels we've been motivated to do a lot recently and have also decided to release the images we had with us at the convention. Attached are the first 5 levels of the plains area. Unlike the training temple area, the plains is an outdoors area with a repeating cloud pattern, and different combinations of repeating grass. This was achieved using a paint.net file that is originally 64x64 to create pixel art, then upscaled to 1080x1080 to fit an hd screen. They are designed tile like so that we can use as many as we want wherever we want and they fit together seamlessly. Instead of a door we have paths where this no grass as entrance/exit areas. As a new simple obstacle we have boulders that you must jump over, foes are designed to automatically jump over a boulder when they are running and get close enough. Theses obstacles make you have to take to jumping and may change your attack plans when a foe is closing in. You will notice a deep mud pit that slows player/foes that are standing in it by an equal amount (faster foes will be slowed the same amount, but still faster than you). This can hurt you when trying to get away, and will also make you want to jump and dash while in the air to avoid. Combining the boulder and mud can add unique environments when fighting foes. The foes in this area are still wolves but with different fur color. They are not guaranteed to drop health like the good ones in training room, and stats are changed slightly to be more active just a bit. Please ignore any grid lines or other icons as the screenshots were taken in the unity editor in order to show the whole layout of the level as they get increasingly longer, and more diverse. We hope you like what you see, we've been working hard on the rest of this first area where you have no powers yet and are even prototyping the first kinda boss level. Be sure to follow to keep updated with the game and look for it at https://gamejolt.com/dashboard/games/250527 and https://gunnergamingstudio.itch.io/crystal-dissention. Thanks for support, Gunner Gaming Studio Team www.gunnergamingstudio.com
  23. ERASERHEAD STUDIO

    13 RONIN

    13 RONIN 13 RONIN is a 2D pixel art samurai sword fighting game inspired by old japanese samurai movies and 8-bit classics such as Barbarian and The Way Of The Exploding Fist. Your mission as a noble samurai is to defeat 13 renegade ronin and their murderous leader. Although done in low resolution pixel art the game will have an somewhat “arty” aesthetic in black and white mixed with details in color. Who am I ? I’m a 40 year old Swede with about 17 years of professional experience working as a .Net developer. To make a game has been a dream ever since I as a child learned to write a “guess a number”-game on my Commodore 64. Now I’m trying to fulfill that dream. I’m the sole developer behind this project and I’m doing it as an sparetime project so please be patient. Status The main structure of the game and basic gameplay, based on placeholder graphics, is done and I’m currently switching between drawing assets and coding graphic effects like rain and lightning. News I’m quit often updating my dev blog with short posts about the progress I make. A post can contain a new animation, a sound effect, a code sample or something else related to the making of 13 RONIN. On this and other forums I will post updates, that are longer than those on my site, but not as often. To help and inspire the community I will share tools and parts of the code on my BitBucket-page. Goals My current goal is to get a demo finished and released. The demo will only contain 1 or maybe 2 different opponents but otherwise be a fully playable game. This version will be absolutely free. The full game will contain 13 levels, all with different enemies, backgrounds and background animations. This version will be priced as other games of similar scope. Currently I’m aiming for a PC release but other platforms might follow. Happy coding! /jan. https://www.eraserheadstudio.com/
  24. Hey everybody! Boy, it has been crazy since the last blog post! I've managed to get a coder onto the project and they are doing extremely awesome work. How awesome? Check it out! The first thing you'll notice is that the HUD has changed dramatically. A lot of it is still a work in progress but the layout is how we'd like for it to be in terms of where everything is. Also, 99% actually works now, from the magic bar, the spell selector, the item indicator and the health! (We're just missing the currency) Next is the combat, which we've started working on and most of the player functions are prototyped. Whilst the attack effect does need a little more polish, the player can attack and have the spell they have activated, push out from their fist. The first step to having a fully functioning combat system has been taken! Speaking of combat, the other systems have also been worked on! The player can dash in four directions when the button is held, keeping their direction when the button was held. As well as blocking, which stops them from moving but they can rotate around in a circle to block incoming attacks. This will make for some interesting battles for sure! On the non-combat side of things, we've gotten a few of the puzzle elements started, the first of which is picking up environmental objects! It's still in need of a bit of work, as you can see, but the player can pick up certain objects and throw them, with the impact having different effects depending on what we want them to. On top of that, we have pushing and pulling objects! This is still being worked on at the moment, as the collision detection is a bit buggy but we're making progress! Another aspect that has had work done is the dialogue system. Here, we can see the colored text aspect that we all know and love from Zelda games. We've worked on making a system inside Unity to allow importing of simple .txt files to make writing a lot easier for us down the road! In terms of general movement, we've added in swimming, which will inhibit players from attacking, so watch out for water-dwelling creatures! Whew! That was a lot to unload! Everything is still in need of a lot of work to tidy, debug and make the best we can for all of you to play in the future. Hope you all enjoy the update and I hope to hear from you all on what your thoughts on this is!
  25. 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!
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