Jump to content
  • Advertisement

Search the Community

Showing results for tags 'Pixel'.

The search index is currently processing. Current results may not be complete.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive


  • Audio
  • Visual Arts
  • Programming
  • Writing


  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error


  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum


  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule


There are no results to display.

There are no results to display.

Product Groups

  • GDNet+
  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me







Found 125 results


    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.
  2. 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.
  3. 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.
  4. 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

    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.
  6. 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!
  7. 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
  8. 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 !
  9. 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!
  10. 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).
  11. 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!
  12. 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!
  13. 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/
  14. 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
  15. 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.
  16. 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.
  17. 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!
  18. 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

    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/
  20. 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!
  21. 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!
  22. Looking For Talent Looking For: - 3D Modelers (Natural & Hard Surface) - 3D Animators - Texture Artist - Game Designers Payment: Royalty My Experience: Programmer & Manager & Game Designer. My recent project: (so you see that I'm serious and actually finishing and releasing games) `http://store.steampowered.com/app/787820/Rickos_Island/` Project: A voxel open world game. It will be released on Steam in Early Access. Mostly completed/completed key features: - A Procedural & Infinite world to explore. - Over 12 Biomes to discover and find new creatures, blocks, resources and more. - A voxel block building system with over 150+ Blocks. - 30+ creatures to tame, train, ride, breed. (0 now but the mechanics are ready, just need models and animations) - Character progression system: train your character: level up, increase skills and more. - 6 Different Game Modes: Survival, Freedom, Hardcore, Freecam, Creative, Adventure. - The world noise gets crazier the more farther you get from the start. - Action System: let's be honest, it's like redstone but has more features and wireless. - Fully automate everything using the Action System, from a crops farm to an auto killing creatures machine. - Plant, farm and grow using an advanced farming system. Not completed key features: - Forge custom tools and weapons using an advanced system. - Fight mini bosses and bosses in order to progress in the game and unlock new items. - Find and master dungeons to get XP and higher stats weapons, tools, armor. - Magic: get essences from the nature and make potions, spells and more. Length of Project: Hoping for 2-4 months until the game is ready to release in Early Access, but then a few more months in the Early Access period. If you can only help for a limited time, that's fine but please mention it when you contact me! Contact: Add me on Discord Tbjbu2#8639
  23. Hello, I represent a small team of indie devs currently working towards building and completing a game called One Lonely Outpost, which is something like Stardew Valley or Harvest Moon with a scifi bent on a barren planet. Further, rather than being dumped into an existing colony, here you start alone, and must attract the other colonists. Most excitingly, I met up with the Product Manager from Chucklefish at GDC, and he is now keeping an eye on the development. You can see the current status of the project on twitter @1LonelyOutpost Why we are looking for an artist We have a very talented artist, but the game is somewhat art-heavy, and he's only one guy. While we could cut back the art requirements, we don't think the game would be the same without what we've shaved it down to now. What we are looking for in an artist Someone who is serious about sticking with a game to completion, who is up for making many, many 32bit sprites. And someone who has a vaguely similar style to the existing one seen on the twitter above. Finally, a perfect artist for our team would be able to take feedback and gentle constructive criticism; we're not out to get you, I promise! About the Team We are a highly collaborative team of easy-going but driven people. We are all very passionate about completing this game the best it can possibly be, but most of all completing it period. While I am the lead Designer, like all good designers I'm not a tyrant or a dictator; everyone's ideas are both welcome and appreciated, and frequently get integrated into the game. I would like to think that we handle things very maturely; we don't get too attached to our ideas, being content with either discarding or shelving them for later when they don't work. The team currently consists of: (Me) Programmer/Designer with 3 years professional programming experience and countless hours studying design theory and concepts. (also the PR/Marketing/Business guy for now) Artist (2D Art & Animation) with 4+ years professional experience Lead Programmer with 5 years professional programming experience Writer with 3 completed novels and avid reader (has read over 10,000 novels - no joke) Why join us We are not overly picky about art work, and I personally work with artists consistently in my day job, so I know both good ways to communicate with them and various peeves artists typically have (constantly redoing finished artwork, nit-picking, discarded work, etc); as such I strive to plan things out and look ahead so that these things can be avoided as much as possible. Between us, we have considerable experience tinkering with or professionally working on games in addition to our general experience. We also offer a share, dependent on contribution quality and quantity, of the revenues as well as options for involvement in the resulting company we are organizing in the process. We are laying out a framework for an LLC and joining the team now would mean having a say in that process as well, if desired. The project is just over 1 month old but we are on-track to have the programming and writing portions of the game ready for leaving alpha and entering beta in about 6 months. The Artwork output really is the weakest link. Contact me via discord (dreadicon#0965) or PM if interested!
  24. SOS-CC

    Mobile Week 2

    Hey All, Wow first of all we are humbled by the amount of views the first blog received. That was a welcomed surprise. Hopefully you all see this as well. It has been a very productive week. It's amazing to see the amount of work that got finished in one week but at the same time it's also interesting to see how much time it takes to produce one little event in the game. What was done this week: The main character sprite was tweaked some more, cleaned up, detail added, and we are happy with the outcome now. All animations for the main sprite have been tweaked a lot and finished. All movement is now handled in a movement engine with scripts and using a lookup table for sprites and enum for player.move This allows friction, acceleration, max speed, running, collision, and bounce. Added a shadow engine for the sprites. Main sprite has a fully working shadow that changes to the characters movement! We are excited by that. Added animations for using main weapon, a Wooden Baseball Bat! Have attack animations for right, left, up, and down. Added blinking animations for the main sprite so when she is not moving she looks at camera and blinks. This still needs further tweaking with setting alarm. Created first Room of World 1. This is the starting room. World 1 will be titled "The House". (More on this, the story, in the coming weeks) Room has full collision. Has background complete, wooden floor. Has all 4 walls. Has 2 doors that will lead to the proceeding rooms. Two enemies have been created. They are "Germs". Right now they are just named Germ 1 and Germ 2. My Son has also started planning out the game soundtrack. This will be all original music and recordings done completely by him. We are very excited for this outcome. There was some other work done in there but that is the major milestones of the week. Well now the best part. You can see Room 1 of World 1 in action. There are no enemies or objects in this room right now. This is just a test to show you the room, the main sprite with animations and shadow, and to give you an idea of what it will look like. This is a GIF and it lowered the frame rate when recorded so the actual game moves faster and smoother. Also attached is a GIF of enemy Germ 2. Thank you for reading and following along. Please ask questions if you have any and we will get back to you. Till next week.
  25. Woah! Hey everyone! This is the new dev-blog for Project PunchWitch, a RPG I started about a two/three weeks ago in Unity because I really wanted to recreate the feeling I got when I played Legend of Zelda: Link to the Past. I'm imagining this game the way 8-year old me imagined LTTP was at the time of playing it, as opposed to now, with the nostalgia-goggles not affixed any more. This game follows a witch who hates using staffs, wands, ect, and enjoys casting her spells through punching. Of course, this creates some social rift for her with the other witches at her magic school and it's through going on her journey that she will grow to accept herself. (Y'know, the ol' feel good narrative.) Development has been a little slow at the moment as it is just me working on all aspects of the game by myself but as you may see from the images, slow progress is still progress! The current attack animation, I have only recently gotten to work through zero animation transitions. In the game, you'll be able to hot-swap what type of attack you are doing based on a few select elements. The attack, will have the selected elements "attack effect" around the witch's fist, as well as a little effect coming off the attack to simulate air/fire/ect.. being pushed off, whilst I've drawn these effects, I still need to implement them mechanically. The character can also move in 8-directions, something that caused me a little strife drawing since I've done little work on perspective, it was with the help of a pixel artist known as Sandy Gordon (AKA: BandyGrass) that really helped me out with their tutorials on 8 direction movement and if you're interested in pixel-art I greatly suggest checking them out. The tiles are starting to look reasonably okay-ish, though I do want to touch up on them later down the track. It's my goal to have any type of tileset blend with any other tileset seamlessly, as this could really make the map-designing a lot easier once I get to it. With that, I'll leave this blog post here and will be back shortly with some more info! Thanks for reading!
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!