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Found 272 results

  1. hello, i'm steve and im designer, i can design any idea and i'm looking for projects to help, if you are interesting write and we can talk about it
  2. Level 2 Freezer

    From the album Area 86

  3. Level 1 Special

    From the album Area 86

  4. Level 2 Shoot

    From the album Area 86

  5. Level 2 Special

    From the album Area 86

  6. Logo Area 86

    From the album Area 86

  7. Main Menu

    From the album Area 86

  8. Tasks In Level

    From the album Area 86

  9. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation4 Youtube: Stickman Destruction 4 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  10. Howdy-ho! I am an experienced composer/musician/sound designer looking for projects to involve myself with! I have 16 years of experience in composing and 5½ years of experience in sound design. If you need ANY kind of music / audio to your game, movie or whatever, hit me up or send me an e-mail at secrethannibal@gmail.com You can find a small show-reel of my work below!
  11. The story of the game BIZARRE.

    What's the story behind the game Charly Men's BIZARRE? The life of Charly Clearwater, a newlywed young and successful business man, has changed dramatically after he had been shot in the head by an unknown. Happy to have survived the attack, he is henceforth experiencing different real and surreal visions and anxiety attacks that start to ruin his career and life in all respects. Since recovery, Charly Clearwater gets confronted every day by the bizarre shocking fantasies and dreams of completely unknown people around him. Initially, as he doesn’t know whether these visions are real or just imagination, he’s simply trying to ignore them all, because all he wants is to stay focused on his career that is more than important to him. But when the visions become more realistic and shocking, and therefore Clearwater is afraid to fall to madness, his brother John persuades him not to flee but to make their bizarre dreams come true! That’s when he starts to fulfill the first one of 13 bizarre wishes of unknown people, a process that is turning him into a henchman without him noticing. Charly Clearwater feels a temporary relief of his attacks and visions when making the people’s absurd dreams come true, and for that reason, and because he starts sympathizing with the bizarreness on a sexual and emotional way, he doesn’t refuse when his brother John encouraged him to fulfill further 11 dreams. But shortly before the fulfillment of the 13th dream, he receives the wish of his wife Amanda that puts him on the track of his murder and let him become human again. In case he’d make her greatest wish come true, he’ll save his marriage and life, but he’ll also free a dark might that is going to lead us to anarchy! *we are a German gamedev team, so please apologize any English mistake
  12. Characters design

    From the album 3d renders and assets

    Characters design for a mobile game promotional artwork. Project stages include: - Concept art - Character modeling - Texturing - Rendering and post processing. More 3d works are at: https://fgfactory.com/en/works/3d
  13. Barn 3d illustration

    From the album 3d renders and assets

    Barn 3d illustration design for a mobile game. More 3d works are at: https://fgfactory.com/en/works/3d
  14. Game characters design

    From the album Casual vector art

    Game characters design. More details about this project are at: https://fgfactory.com/en/work/action-vitas
  15. Game characters design

    From the album Casual vector art

    Game characters design. More details about this project are at: https://fgfactory.com/en/work/action-vitas
  16. I've started a concept 10 years ago, I joined here a couple months ago knowing nothing. Now with in the last month, I'm starting to build the combat system of my hobby project, which is my first goal. To complete this faster I am offering this part to someone else. I'm not looking for fancy, I'm actually look for low poly graphics. Needed: 1 gender neutral 3D low poly character mesh rigged Idle, walk, run, sprint, rolls, dodges, left right and backwards movements. about a small handle full of cast animations some instrument playing animations blocking (shield) animations lots fighting animations. I'm not picky and I'm not any dead lines. I provided a mood board for what I'm looking for. *Remember low poly*
  17. retopology help

    someone know about anything tutorial of blender retopology?
  18. Hey everyone, my name is Tom, and I'm the creator for the MMORPG called Zapoco. A text-based MMORPG, set in a zombie apocalyptic setting where you can train, scavenge, fight other players, build safehouses, trade and do a bunch of other cool stuff. I built it to be fully browser based lets you play from any device with a web browser for free, no downloads or personal details required, just an email address I've been working incredibly hard over the past few months on this, and am very proud of what I've been able to accomplish with it, and I hope for some of you to be able to play it and enjoy it as much as I enjoyed making it! I'll also gladly address any comments, questions, criticism, concerns, or anything else you may have (I apologize if this isn't allowed to be posted here, if it's not, feel free to remove it). Thank you. Link: https://www.zapoco.com
  19. In Ontario the Toronto indie scene gets most of the attention with megahits like Cuphead. Though most of the attention is on the biggest city in the country smaller communities also have burgeoning development scenes of their own. If you're in the Kitchener/Waterloo & Cambridge area there's a month long game jam, called MoLoGa jam, going on for the duration of February. Anybody that's interested can participate. Since the jam is more sedately paced I'm going to try to post weekly updates about what me and my friend are doing as a project. What is the project? For MoLoGa we're building a manic arena shooter in the vein of Serious Sam. The twist is that instead of dealing with hordes of enemies mixing ranged, melee and kamikaze attackers for challenge this game will pit the player against enemies that spew tons of bullets. The intention is to have the challenge be based on navigation and positioning so that you kill enemies in a way that gives the highest score. In short, it's meant to combine scoring and movement mechanics common to bullet hell shooters with first person gunplay. Some design details The biggest potential pitfall in the game concept that we anticipated is the player being unfairly shot from behind. In order to mitigate this the game is going to have a few assists. The biggest one is the creation of the jumbotron. The jumbotron is a big screen showing a birds eye view of a large portion of the map. It's meant to provide a way for the player to quickly check the entire area around them without having to spin around. The jumbotron is also a deciding factor in the visual theme of the game. Since I wanted the presence of huge TVs in highly visible locations to actually make sense I decided the game will take place in a literal arena. While I'm not going to include any explicit narrative the game will hopefully evoke some kind of fantastic sport or TV show. The game will also have a few other assists to make it feel fairer. They are going to be more subtle. Bullets that are approaching from behind in a way that could hit the player will have an aura showing vaguely where they are. Nearby bullets will produce a noise. What did we do last week? MoLoGa jam kicked off with a brief presentation at the UW Games Institute (formerly known as RIM 1 for some of us :p) last Tuesday. Day 1 was dedicated entirely to hammering out the game concept and what needed to be done by each of us. Day 2 I built a model for the arena the game takes place in. Not much to look at but it does the job. In order to save time I didn't model the full arena. Instead I made a model of the northwest corner then duplicated it in Unity to create the full arena. Day 3 was dedicated to setting up some of the game's infrastructure and getting basic movement working. Day 4 basic shooting controls. In theory the player has both a primary and secondary fire but only the main weapon is functional since I haven't decided whether the secondary fire will be a big laser or a rocket launcher. Day 5 enemy spawning and killing. With this the game finally resembles a game Day 6 I got together with my teammate and we put some work into getting the music he'd been working on sounding good. I gave enemies the ability to shoot their own bullets. Day 7 set up some in game UI bits and got player death detection working. This was not a productive day unfortunately. Stay tuned... next devlog will be coming, hopefully, next Tuesday/Wednesday
  20. Mobile Torto Turtle - New Mobile Game

    Hey guys. Me and my friend are brazilian game fans and we finally launched our first game: Torto Turtle. We are looking to read feedback from people in the business. It is a word puzzle game, with a very good dictionary and fancy challenges over the course of the levels. We developed the game in Corona and did a lot of work on the design and visuals of the game. It is free to play with a tiny in-app purchase system. For now it is only at AppStore. Depending on the feedback and download number we will finish the Android version and launch it too. The download link is : https://itunes.apple.com/br/app/torto-turtle/id1212038366?mt=8 Or just search for "Torto Turtle" on the appstore and you will easily find our game. All feedback are appreciated. Thanks a lot, guys.
  21. Hi! About the game I'm working on top-down 2D hack and slash game, similar to old Zelda style and Binding of Issac. Our gameplay is in rooms where we have puzzles to solve, enemies and bosses to kill. Currently, we have one default weapon, dash, throwing projectiles (like shuriken) and other minor features like parry, deflect, pushing objects. We have played, tested, searched other games to seek what would be the best fit for our game, but we are still struggling with an upgrade system. Gameplay is simple, you start in one room, advance by killing enemies, destroying (optional) props (chairs, tables, boxes), solving puzzles and killing the boss. Our thinking However, we still seek the best way to reward player. Should enemies once they are dead drop some points that are used for upgrades? or fill our ultimate bar? or something else? Things that could be in the upgrade system are Player attributes - better speed / lower cooldown on dash / higher health Weapons (new weapon) Weapon attributes - dealing % higher damage, higher range, etc Hollow Knight is game which does it in a special way where you have badges that you put in limited slots. In our game, if bosses drop badges, it would be easy to use (just slot a badge) and players will have a choice to choose their playstyle by choosing badges because there are only a few spots. Another option would be classical gaining skill points by defeating the bosses, that can be invested in skills/upgrades where we would have upgrade tree. However, I'm not sure how different weapon would fit, would you rather like that weapons can be found in some special chest rooms? Or also by defeating a boss or some other way? Please, feel free to write your opinion and what you like (or don't like) in similar games. Below are few screenshots from the first prototype of the game.
  22. The Toronto Game Jam is opening for registration later this year. I'm hoping to participate again since it's been a great experience every time. As of last year myself and a friend have participated in the Toronto Game Jam three times. The event, also known as TOJam, has developers come together at George Brown College for three days of manic development of crazy game ideas. Participating in a jam can be overwhelming but also rewarding and fun as hell. Over the last few events I've had things go right and things go wrong. Here are some tips to help avoid some of the worse pitfalls that you can hit during a jam. Tip 1: Know what you're going to make in advance At TOJam you have from Friday at 10:00AM until Sunday at 6:00PM to create your game. While you don't need things to be set in stone you should know that you're making a puzzle game and if will be based on sliding tiles or stacking blocks. If you don't know what you want to make then you'll be using up your time figuring out what to do instead of doing it. The week before the game jam we take our one or two paragraph "elevator pitch" and write a simple list of what needs to exist to fulfill that pitch. We then refine that list into a detailed set of tasks we want to complete on each day of the jam. With the list we can grab work as it's ready and keep dead time minimal. Tip 2: Know what features you can drop Murphy's law always strikes. Something goes wrong and suddenly the deadline is looming. When figuring out what to do for the game you should have some idea of what features you can drop without ruining it. Generally this list will be very short but it's always handy to have if you fall behind schedule. Making a list of optional features is also a good gut-check on whether you've got a realistic schedule. If the list is long then your project is probably too large. A schedule that feels like it has too little work on each day is better than one with too much. You can always add work and scope to a project while you're working on it. It's much harder to cut scope down when you're running out of time. Tip 3: Balance your workload between team members If you're jamming solo you don't have to worry about this. If not it's critical that everyone has something to do. One trick is to have broad but shallow task trees. If C depends on B which depends on A then they can only be done by one person. Sure you could work on A then your partner can work on B but you can't work on C while your partner works on B. A way of fixing this is adjusting your design so B and C depend on A but not on each other. From a coding perspective using interfaces and loose coupling helps a lot. In our latest jam, TOJam 12, we had a number of lethal hazards which could be activated by a button. In the bad case character death would depend on development of some arbitrary hazard which would depend on implementing the button to activate it. To avoid this we set up the button with two observable events, OnPressed and OnReleased and gave the player character a "Killed" method. By having a simple interface everything that was activated by the button could be developed independently. By having the "Killed" method player death could be written independently from any specific way of killing the player. Another trick is to group your tasks into distinct streams. During the start of TOJam 12 I developed the base skeleton of the game while my team mate whiteboxed levels. The only dependency here was that I needed at least one level to load to start the game which was done well before I needed it. Later on I worked on handling player death while my teammate composed the title theme song for the game. Tip 4: Have a library of game creation tools in advance When jamming it's important to always be working on the game you want to make. The last thing you should be doing during a game jam is building a tile map editor. In TOJam 11 we lost about four hours to writing input handling code for a twin stick shooter. That took away time from more important tasks like generating bullet patterns, spawning enemies and so on. Tip 5: Minimize the number of variables the game's design I'm not a professional game designer so I'm not sure if "variable" is the right word. What I refer to is a thing that can be changed to alter the feel and balance of a game. The speed of a character, enemy hit points, number of enemies, how often they shoot, how often you shoot and so on. All of these variables add complexity to the process of making a game "feel" the way it should. Having lots of low hitpoint enemies could make you feel powerful. Having a few high hitpoint enemies would feel quite different. Having lots of high hitpoint enemies could make the game feel dangerous, scary or simply unfair. In all these cases I'm only changing two variables, the number of enemies and their hitpoints. At TOJam 11 we produced a twin stick shooter called MANT: The Man Ant. The twist is that the bullet patterns would be generated procedurally. This also was the biggest headache. Pattern generation worked but it was extremely unbalanced. Sometimes patterns would be pathetically easy. Sometimes the game would produce enormous unavoidable walls of gigantic bullets. We burned up at least half a day trying to get a consistent and fun difficulty curve but still had huge differences between sessions. The game was a "finished" working product but it wasn't very fun. Our next project was a puzzle platformer built around using dead bodies left behind when your character dies to reach different goals. Variables are generally level specific and mostly independent. Things like how quickly a door should close or how often a gun should fire. Tweaking still took around half a day but we stopped tweaking because we were done rather than being out of time. ToJam Specific Extra If you're driving from another city don't forget to take traffic into account. The 401 and Gardiner Expressway are infamous for a reason. Related Links Toronto Game Jam website Our TOJam 11 project (not a great game in my opinion) Our TOJam 12 project (you can find more details on how the jam went in the development log)
  23. Unity Bit Rolling

    Hi, New simple concept, one touch game. Please try and give your feedback https://play.google.com/store/apps/details?id=com.LittleRabbit.BitRolling Like it : https://www.facebook.com/bitrolling/ Contact : littlerabbitgames@gmail.com
  24. Workflow help

    I am starting my first serious game in a LONG time and would like help in remembering and setting up my workflow. I have an outline of my idea and have chosen two engines to test for best function. I am refreshing my programming skills. What I need now is some help deciding what to do first, then next, etc. Initially it will be a two person work group with my wife as the resident artist (although I think I will be buying sprites and world art to speed things up). I will be doing the heavy lifting as programmer and project manager. HELP!!! and thank you in advance.
  25. Learning Level Design

    I want to start learning Level Design, so what are the main topics I have to learn about specifically? since I learn on my own, so I don't want to drop something that could be important, and if there are some suggested books or courses to start from.
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