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  1. Hey Everyone, I'm Anthony From Atwo Studios. My partner and I are creating a color combination game that will be available for Android. We are currently in beta for our game and are requesting feedback on anything in the game! If you think something sucks or is really good let us know! We are open for all suggestions. If you are developing a game too let us know because we are more than happy to give feedback and help you develop the best game possible! Thanks for taking the time to read this post and hopefully watch the video! It's one of my first dev video's so if you think it sucks its okay i know! Feel free to drop a link for anyone you would like to show off, Hope to hear from you soon! You can visit our website atwostudios.com more information on the game and on our company!
  2. Hey Everyone, Its Anthony (the one in the video) just wanting to drop a game development update for our new project ROY. Feel free to leave a comment or any advice on the game, any feedback is good feedback for us. Thanks for watching! Hope to hear from you soon!
  3. AstroShift screenshot 11

    From the album AstroShift

    If you see a ship drifting that you'd like to jump to, you can always hit the self-destruct button. In effect, this turns your ship into the most powerful weapon in the game: the shock wave created by self-destruct destroys just about anything in a radius around you!
  4. AstroShift unlockable arcade game

    From the album AstroShift

    I love arcades, and spent a lot of the 80's in them. As a cool bonus in AstroShift, I added an unlockable arcade machine in an arcade, with an arcade-y version of the game to play. I added scanlines and ghosting to all the sprites in it, and lined the back walls of the arcade screen with other machines, running their attract sequences. Did I mention I love arcades?
  5. AstroShift screenshot 12

    From the album AstroShift

    On this level, I made the enemies attracted to your thrusters; So the more you speed up to get away, the faster they come. I tried to add new gameplay elements into every level, so you were constantly discovering new things to play around with.
  6. AstroShift Ship Index

    From the album AstroShift

    You can pause the game any time and enter the Ship Index, where you can get a close-up look at the ships you've piloted so far. There are 30 ships to find and fly in AstroShift - some are awesome, and some are kinda crappy...
  7. AstroShift screenshot 3

    From the album AstroShift

    In AstroShift, your ship getting destroyed isn't a bad thing; You get flung out into space, the camera zooms out, and you have a time limit to find a new ship. If your air runs out before you do, then you die. But the levels are littered with ships, and as long as you manage your air, you'll be flying and shooting agin in no time.
  8. AstroShift screenshot 2

    From the album AstroShift

    I like the level in R Type where you fly around a giant ship, blowing pieces off, so I put a boss encounter like that in AstroShift. He has a shield up, so first you have to fly around and destroy the shield generators. Then you can blow off pieces of the hull, exposing the important bits underneath. I put in touches like: if you destroy the engines first, the ship slows to a crawl, making it easier to fly around it; if you destroy the control computers at the front, it will stop sending out fighters to harass you, etc. These aren't spelled out in the game, but they are there to be discovered
  9. AstroShift main menu

    From the album AstroShift

    I like game menus that have something going on in them - that aren't just a bunch of text. I put a ship flying on fire, stars zipping past, and planets, moons and asteroids that roll by. I added some animated 'computer HUD' stuff, and all the text is hand painted. I wanted to set the mood and style on the menu.
  10. AstroShift Cover

    From the album AstroShift

    This is the 'cover art' and splash screen for AstroShift; I wanted something to relay the arcade feel of the game, that would contrast with the game's 16bit pixel-y graphics.
  11. Prequel game Towards The Pantheon: Escaping Eternity is out NOW! Download it free from Itch.io and Gamejolt! Itch.io: https://connorort.itch.io/towards-the-pantheon-escaping-eternity Gamejolt: https://gamejolt.com/games/ttpee/280482 Due to complications the Steam version will release soon in the coming days. You will be able to find it at: http://store.steampowered.com/app/709450/Towards_The_Pantheon_Escaping_Eternity/ Follow the development of Towards The Pantheon on social media! Facebook, Twitter, Tumblr, Soundcloud, Instagram, IndieDB, Twitch, Google+, Imgur, Pinterest Follow lead developer Connor O.R.T. Linning on social media! Facebook, Twitter, Tumblr, Youtube, Soundcloud, Twitch, Instagram, Bandcamp
  12. Are you aspiring to set your foot on the gaming world with an amazing 3D game? Do you want to build your game with the robust platform of Unity? Well, you already know how much important it is to find a reputed Unity game development company for building your game. If you are going through different bids and trying to find ways to choose the right company, you may feel a little confused about the priority of considerations or about where to start your scrutiny. Here we are going to shortlist some of the key considerations to make your job easier for finding the ideal one among the multitude of companies working with Unity game development. 1. Make your priorities straight You probably have a clear idea of a 3D game development project, and you are expecting to make a mark with the gaming experience of your still to come game. But that is just the beginning. You need to set our priorities first of all. Do you want to unleash your 3D game on several platforms including mobile, web, and consoles? Have you given a thought to the budget of the game development and post-development marketing? All these considerations should be your priorities. 2. Watch out for the key traits Based on the kind of 3D game you wish to build you already have an idea about the kind if developers and their respective qualities you need for the said project. The Unity game developer of your choice should have enough experience in similar projects, and he should be reliable, passionate, responsible and communicative. He should have hands on experience in working in a highly collaborative development environment. Developers who have experience in being kart of both small and big teams are likely to have the required communication skills. One big quality for a game developer that you must look for is the passion for technology and creative excellence. To make sure that your chosen developers possess these qualities check their social media status, read their written blogs and have a look at their portfolios and career graph. They must have a solid programming background and experience in similar game development project will be an added qualification. 3. Know the market While having a game project in mind along with the kind of budget you should be prepared with, you should also have a clear idea about the gaming audience you are going to target with your new game and the detailed market dynamics. Have a complete analysis of the market with a comparison of different market rates, and a clear idea about how you are going to produce value over price. When you know that a great developer talent deserves a quality package, you never lose him. Do you know many east European countries really have a lot of talented game developers? Well, you should be ready with the price for the deserving developer talent. 4.The cost consideration You must not forget that though the Unity game engine is relatively cheaper for a company to start, actual development and promotion of the game may involve a significant amount of cost. Apart from the financial cost, a lot of skills, commitment and dedication make a successful game. It is a time-consuming process, and naturally, the development companies take price in consideration to the development time involved. Just remember one thing. Any great piece of work that would deliver you millions in future cannot come cheap. So, always have a realistic budget in mind keeping the development challenges in mind. 5. On time delivery The creation of a 3D game is just the beginning of a long process involving pre-launch and post-launch marketing, promotions and continuous upgradation. The game market is tremendously competitive, and no game idea is safe from being reproduced. Naturally, making a project successful also depends upon how faster a development process and time to market you can ensure. In this respect, on-time delivery of the finished game is a crucial consideration. Only when the game release date is finalised, the company can turn on to a robust pre-launch campaign to create buzz around the new game. Missing the milestones and deadlines is a sheer unprofessional act which only shows the incompetence of the developers. So, for your upcoming game project make sure it does not happen. 6. Don’t forget about the portfolio If you are going to hire some developers from a Unity game development company, it is quite obvious that you would like to look at their portfolio to peruse their credentials and competence. But while focusing on the budget, development cost and associated negotiations with a development company, many of us just forget to have a deeper look at the developer portfolios. Did they have solid programming experience with other projects? Did they have experience in building similar games? Did the developer achieve some professional acclamation or reward for any of his works developed so far? All these considerations are important. Three things developer portfolios should clearly mention such as the platform-specific programming skills and expertise, the years of experience and the projects completed and the work rate. It’s a wrap, guys! Finally, you cannot always judge a development company simply on the merit of its completed or successful projects. This is particularly true in case of a high revenue and creatively demanding niche like games. Another company can hire game developers after building a hugely successful game. So, looking at individual developer portfolio along with studying the credentials of the development firm is crucial.
  13. There is only one week left to back the Village Monsters Kickstarter. Are you ready to join the village? Have you ever wondered what goes on inside the world of an abandoned video game? What happens to all the NPCs and monsters after their game is powered off for that last time? Village Monsters is a relaxing life sim set in one such world. You play the role of someone booting up a forgotten game for the first time in decades only to find that it is nothing like you remember. All those monsters that were once enemies are now peacefully living in a village of their own making and stranger still, they're inviting you to join them. I've been regularly posting new demos to indieDB since I began this project in January, and I'd love for you to take a peek and see if it interests you! Once described as a faff about simulator, Village Monsters has found ample inspiration from the likes of Animal Crossing, Mother 3, and Undertale to create a carefree - yet monstrous - village life experience. Between pursuing hobbies, furnishing your home, talking with whimsical monster villagers, and solving mysteries, there are no shortage of activities to pursue during your time in the village. The world of Village Monsters may be digital, but that doesn't stop it from feeling alive. From sunrise to sunset, you'll find a world that changes all around you. Sparrows fly overhead during the day while owls patrol the night. Villagers hang out at home while it it's raining and go shopping for new furniture after it clears. Village Monsters is a one-person project, and I really need your help to finish making it! Please consider backing the Kickstarter if you're a fan of life simulation games, monsters, or bad jokes! Click Here to Back Village Monsters!
  14. Tangly - Game Title

    From the album Tangly

    Title screen of Tangly. An android puzzle game.
  15. A soldier wakes up in darkness with a headache - Where is he, and how did he get here? Towards The Pantheon: Escaping Eternity is a prequel mystery minigame to the upcoming full length RPG Towards The Pantheon. Follow the journey of this soldier as he must solve puzzles and explore to escape from nowhere, discover how he came to be here, and face what lies ahead. Towards The Pantheon: Escaping Eternity offers a unique experience that provides lore and suggests at some themes that will be found in Towards The Pantheon. Purchase the album on Bandcamp to support development of Towards The Pantheon! https://connorortlinning.bandcamp.com/album/towards-the-pantheon-escaping-eternity-soundtrack Towards The Pantheon: Escaping Eternity is set to release October 12th, 2017. STEAM: http://store.steampowered.com/app/709450/Towards_The_Pantheon_Escaping_Eternity/ ITCH.IO: https://connorort.itch.io/towards-the-pantheon-escaping-eternity GAMEJOLT: https://gamejolt.com/games/ttpee/280482 Follow the development of Towards The Pantheon on social media! Facebook, Twitter, Tumblr, Soundcloud, Instagram, IndieDB, Twitch, Google+, Imgur, Pinterest Follow lead developer Connor O.R.T. Linning on social media! Facebook, Twitter, Tumblr, Youtube, Soundcloud, Twitch, Instagram, Bandcamp
  16. Hello Villagers! The latest demo for Village Monsters, Alpha 1.05, is now out and ready to download. This patch release contains many fixes and improvements received via feedback from the Kickstarter campaign. Additionally, it also contains a rough prototype for gardening, a new type of activity. As always, you can grab the latest demo here. I also posted the patch notes at the bottom of this article. Have fun! In addition to demo news, there are now less than 15 days until the Village Monsters Kickstarter ends! Time is running out if you want to get one of the exclusive Kickstarter rewards, including: Adding your name or phrase to the game Access to all future Alpha & Beta builds Creating an original monster that can visit the village Creating a set of furniture that players can buy for their homes Many of these rewards are limited and won't be around forever, so what are you waiting for? Come join the village! Patch Notes NEW: A new activity, Gardening, has been added to the game Buy seeds at the General Store and plant them in the garden near your home Don’t forget to water them! NEW: Several ocean-specific fish have been added NEW: Several new items have been added to the General Store NEW: You may now specify a ‘return email address’ when submitting game feedback IMPROVED: Removed item animations in the Inventory cards – they were too annoying IMPROVED: You are now asked to confirm one last time before sending feedback via the mail system IMPROVED: A funding tracker has been added near town hall, though it’s not live numbers (yet…) IMPROVED: Shadows have been added to several notifications to make them pop a bit more from the background IMPROVED: Many more tips and flavor text have been added to the end of day notice FIXED: An issue that prevented ‘any key’ from working on the title screen has been fixed Insert Simpsons Joke here FIXED: A rare crash related to certain critters despawning has been fixed FIXED: A rare fix related to moving quickly and diagonally has been fixed FIXED: The town hall is now properly marked as ‘Inside’ and will no longer spawn critters or weather effects
  17. Devblog #30

    Preparing for SGC – slovenian games conference DOMEN KONESKI We have been preparing for an upcoming conference SGC – Slovenian Game Conference which will be held in Ljubljana, the capital of our beautiful country. Event focuses on development, marketing and bussiness, there is also an indie expo meant for teams to showcase their game in progress: from mobile games to PC and VR. We prepared some T-shirts, posters and 3D printed model of our dreadful sheep which can be yours! You will also have an opportunity to try Floatlands and chat with us. See you there! promo material for SGC 3D printing ANDREJ KREBS & VILI VOLČINI We delved into 3D printing a bit and prepared some animal models from the game for 3D printing and ordered some test prints. So far we’ve prepared and printed a model of the cute little sheep from the game. We’re also thinking about trying to print a rhino and a couple of deer. 3D print renders Dev stream #2 – drawing new concepts & gameplay DOMEN KONESKI & MITO HORVAT Last friday we had our second live stream where Mito showed the process of creating concepts. He drew a couple of weapon sketches and there were even some good weapon ideas from our Twitch viewers that we tried out. In the second part of the stream Domen showcased some early gameplay footage. Check it out! New rock concepts MITO HORVAT With the environment and the world constantly evolving we have decided that its about time we replace the old nature assets with new and improved ones. So I made a couple of new rocks for each biome, trees are next in line and to spice it all up we’ll add even more nature elements in the game to make it look more alive and less monotone. new concepts for rocks New rock and tree models ANDREJ KREBS We started reworking some assets from early development like the normal biome, since some of the assets in those biomes are still there from our prototype stage. So far we’ve modeled some new trees and some rock clutter. rendered models of new rocks and trees Light & scan radar for drone TADEJ VRANEŠIČ Wohooo, after much testing EGX Showcase build was finally ready. Few details were added on a scanning drone such as a light and a scan radar. Few new avoid manouvers will be added soon, so droid flight wont be repetitive. Compiling the game VILI VOLČINI This week was slow for me in terms of development. I was mostly smashing my head fixing various bugs. I have fixed some inventory bugs and a couple of fatal crashes. Afterwards I have successfully built the working prototype of Floatlands so we could internally test out the gameplay. I have finished junk shredder aswell which will turn useless items into useful resources. More about Floatlands: website facebook twitter instagram discord twitch
  18. i have a prolem with my first game that i can't re paint a point after the snake ate. Can you resolve my problem i use an array 2D to draw map, 2 arrays to draw snake and an array 2D to draw food. But i can't make the food disapear when the snake meet food and draw a new food Please help me or give me an idea. i also want add another map in the future or some of food like poison for the snake. Controller.txt Food.txt GameScreen.txt Main.txt MapNoWall.txt Snake.txt
  19. Hi, I'm the director of "Project Sentinels". Our game will be a 2D top-down view Action-RPG, made with Game Maker, with influences from Zelda, Dark Souls, Monster Hunter and The Witcher. We're actively looking for hobbyist 2D artists (ideally two) that will be tasked with the creation of the sprites and mapping for our game. The style of the art isn't fixed yet and can be talked about. The game, as of right now, is nothing but a good bunch of documentation and ideas waiting to be put into practice. The main story and characters, the world background and lore and game mechanics (combat, dialogues and others) are already written down. Synopsis: For the moment, there's no money involved. We're all students that use some of our free time to work on a videogame. We'll try to crowdfund our game in the future, and the money that will be potentially earned will be equally shared. If you're interested, send me a PM or add me in Discord (Ivanotus#0984) and there I'll answer any question you may have.
  20. Hi every one. Please I urgently need your advice on my project. I just finished developing my first game and I don't know what next being an amateur.. seeking advice from you guys. Thanks.
  21. Hello Villagers! I seriously can't believe it’s only been a week since I launched the Village Monsters Kickstarter. It’s been a tremendous experience, and though there’s a long way to go I couldn’t be happier with the support I’ve had. To all current and future backers - thank you!!! As you might expect, development of the game itself has been impacted. However, I’m happy to report I’m still hard at work! Let’s take a look at what I’ve been doing. Alpha 1.03 is out - Now with Linux support! A new version of the Alpha demo is now live and ready to download. This includes a demo playable in Linux for the very first time. You can grab it right here on my website. Beyond Linix support, this demo also contains a number of crash fixes, some new items and dialog, and the new ability to switch to a female player character from your home. Simulating your life Speaking of female characters, many folks have recently asked me if it’s possible to customize your character’s gender and look. The answer is a resounding yes. In the final game you’ll have total control over your character’s gender, skin color, hair, and much more. I haven’t done the best job of mixing it up in my screenshots, but that’ll change from here out. Similarly, the next demo will contain some more options for customizing your look. Did someone mention ‘variety’? This past week I’ve also begun work on adding more variety to the game, even for things that are still in progress. This includes adding more personality and life to villager homes… Adding text variations to places like this end-of-day message… And a whole lot more. This is just the next step of many to ensure that the world of Village Monsters never feels stale no matter how much you play it. it is a mystery Late last week I wrote up a detailed post explaining how exactly Mysteries will work in Village Monsters. This week I’ve begun to flesh out the system even more with the intention of letting you solve some of the very early mysteries in an upcoming demo. More info will be coming on that later, but I’m pretty excited by how things look now. A new title screen Finally, I want to talk about the very first thing you see in game - the title screen. The current title screen was a first draft of an idea that I’ve grown increasingly unhappy with. I’m now working on a new title that better matches the style of game I want in Village Monsters - colorful, bright, and inviting. The below mockup shows the new look I’m going for. I hope to have it completed this week so I can begin the ‘rebranding’ process. That’ll do it for now! Hope everyone is having a great start to their fall - in my area it was like a switch was flipped, and we’ve had low 50s and rain all week long. It’s definitely putting me in the mood to start working on some autumnal aspects of the game
  22. Weekly update #29

    Our first live stream DOMEN KONESKI & ANDREJ KREBS Me and Andrej have done our first live stream, explaining some core mechanics of Floatlands while showcasing the EGX Rezzed demo build. Andrej also did a quick tree sculpting for our new biome. Bear with us that this stream was our first one and we were pretty shy doing it. Check it out! Better terrain generator DOMEN KONESKI I have made some changes to the terrain generator. It allows water to be rendered, hills/mountains are more exposed now allowing us to create different types of terrain with ease. Setting up Wiki pages ANDREJ KREBS Started setting up Floatlands Wiki and worked on the item and main page. I prepared the template for the individual item’s pages and filled out some basic resource pages. Trees for swamp biome ANDREJ KREBS Modeled some trees for the swamp biome and made LOD’s and colliders. Creating a game build for development testing TADEJ VRANEŠIČ This week was mostly about rushing to create a game build for mid-game development testing. A few changes were made in controller menu, but it still needs fine touches. New logic was implemented for drone movement, which is now completely physic based. Shotgun close encounter, adding effects VILI VOLČINI These past couple of weeks I worked on pimping up Close encounter shotgun, added ricochet particle effects and blood effect. Otherwise, I just spent my time fixing bugs for upcoming demo build. Reworking some older ideas MITO HORVAT Since we’re frantically preparing the demo for the SGC event, there’s really no point of pumping out new concepts and content. Therefore its time to rework some of the older ideas. We’re dumping the wooden fences and completely overhauling the buzzard. The changes wont be extreme, but since we’re constantly evolving I think its appropriate we update the older assets as well.
  23. Need 2d Artist On Game Project

    I am creating a great 2d survival adventure RPG game. I have the core mechanics of the game but what I really need is graphics for this game. Anyone who helps will be fully credited and if the game is put out for money will get a share (will be discussed when you notify me). I am new to the Game making community and looking to get connections. The idea I have for this game is very ground breaking and creative. So if you would like to be apart of it please reply.
  24. Weekly update #28

    Spartan & Roman skins I started this week by preparing a broken model of the dropship, so the players will be able to blow them up spectacularly and making collider models for the broken pieces. After that I carried on by adding more skins for the player outfits – the latest additions are Spartan and Roman like skins. Spartan and Roman like skins I prepared some more cloth outfits and a few junk armour pieces. I also added a camouflage skin for the fine metal armour. cloth outfits and camouflage skin Dropship destruction I’m still playing around with the dropship NPC, I even did some work on it through the weekend. Here are some key points: Separating single script into many separate scripts How dropship explodes Adding explosion and smoke effects Dissolve effect Collision avoidance – so dropship doesn’t bump into something This code may be used for future flying NPCs so it’s not good to spoil this fun by writing bad code. I can show you this clip of dropship destruction (stress testing): dropship_destruction_lowpoly_floatlands.mp4dropship_destruction_lowpoly_floatlands.mp4 Clouds & Flow Map Clouds are now animated/translated troughout the playable area using flowmap. A flowmap is basically a texture filled with various colors. Each pixel describes a movement vector by extracting red and green component of the pixel. The computation looks like this: We’ve used Teck’s FlowMap Painter to generate nice and smooth flowmaps which can be easily imported in your Unity project. Check his other work aswell. flowmap Cloud system is being spawned by a custom pooling solution, the only thing left is to create some weather scenarios – cloudy and less light, rain and storms. We can do this by changing the flowmap (which has more aggresive vector field) in real time. moving clouds So we can conclude that a flowmap is a vector field. Controls Menu This week my time was invested in creating Controls Menu. Finally some UI quirks that will put the whole game together nicely. First thing that comes to mind, when creating Controls Menu is KeyBinding, which lets user choose custom keys with Key Definition – KeyCode pair. We decided not too use Unity default KeyBinder-Input Manager and use our own system with .ini file that has [name, description, category, defaultKey, playerKey] connections, which gives us more freedom from the get-go. controls menu Swamp biome assets swamp assets concept With the swamp biome on the horizon, its time to spice it up and make the biome look distinguished from others. Currently I’m playing around with different color palettes to give the biome a specific atmosphere. Colors combined with all the right assets will create a really unique environment for the player to explore. Swamp biome will be littered with small ponds and tall trees. The flora will be very lush and the combination of huge trees and roots everywhere will create a very dense looking biome. We’ll also include swamp specific critters and animals, but we still have to brainstorm what would fit, any suggestions? Below is a collage of concept sketches of assets that will be added in the biome.
  25. As 'promised', this week's edition of the VMD3 is late, and it'll be quite brief. I'm keeping descriptions to a minimum and instead focusing of a screenshot blitz.First up, some usual housekeeping: September has begun, and with it begins the most important month of my entire life. Nearly a 9 months ago I quit my day job to pursue this dream of creating games, and this month will be my first attempt at making it a viable.On September 6th I'm releasing the Alpha 1 demo of Village Monsters. This is an enormous release that builds upon everything I've done in the last 9 months. A week later, on September 12th, I launch my Kickstarter campaign that'll run through September and into the appropriately spooky month of October. I'm very excited and anxious for you all to see what I have cooking.Ok. Enough words. Onto the screenshot blitz.More village changes have been enacted. The still-unnamed Treasure Chest merchant - run by Skunkworks, the Mimic - has been converted into furniture-only......while a new General Store (run by Bottes) has been constructed to sell food, potions, and other sundriesNearly a month ago I renamed all the months of the in-game calendar, but until now that has only existed in an Excel doc, not the game. That has changedNew interiors have been added to all new home. That has also prompted me to add more furniture, floor and wall typesThis includes new homes + portraits and dialogue for the new villagers introduced last week.These WIP icons for tools are still ugly, but I added numbers to each to make it a bit easier to keep track of. You can also press the number on your keyboard to quickly bring it up instead of rotating to find itThere's so much I can and want to show you, but some stuff I gotta keep under the hat for now. Here's a short clip from the upcoming Kickstarter trailer. It'll be strikingly similar to my first trailer, but like everything else it's been heavily iterated and updated. Hope you're looking forward to seeing it!That'll do it for this week. With any luck I'll be back on a more regular schedule this week, but things are going to be pretty crazy for awhile.