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Found 113 results

  1. 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/
  2. 2d sprites

    I'm looking to make my first game but any sprite editor i find has a backround does anyone know of any that only export the sprite and nothing else? thanks deadless
  3. 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!
  4. 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
  5. 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/
  6. 2D Artist(s) needed for Epic 2D RPG

    Small production team (Team lead, audio composer, and Programmer(s)) is looking for diligent and fun people to join their ranks to make a new RPG tale. 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). The story, Saving Grace, is a 2D RPG, akin to other popular RPGs, such as FFVI and Chrono Trigger, with ascetics similar to Legend of Zelda: Link to the Past. The story focuses on gameplay and story, and is an epic that is meant to inspire and become a roller coaster of emotion. A story following a silent protagonist, in a world where emotions are given shape and become conduits of power, a group of resistance fighters rising up to take down the self-declared ruler, who keeps extending his grip over all until he controls all of the world. This exciting journey can only move forward with your help. Currently, our group is looking for (1) Concept artist and (2) Pixel Artist (1) 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. (2) Pixel Artist - Looking for a 16 bit high resolution pixel artist, to have similar aesthetics to the golden years of RPGs. Will need experience with simple animation software, such as SpriteMaker, to get project started. Will need to do both background and sprite modeling, unless multiple artists join the project. Please send either portfolio or example work. Looking to get demo developed by end of year 2018. Hoping to get a Kickstarter set by mid-2019 (which will lead to straight revenue and profit sharing, if successful) 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!
  7. 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!
  8. 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
  9. 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.
  10. 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!
  11. 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.
  12. 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!
  13. Hello all! I'm currently designing a 2D, Puzzle/Action RPG, in a similar vein to Legend of Zelda: Link to The Past, in Unity and require a Programmer partner in which to work with me. The project, yet to be titled, will feature: A semi-open world, represented through pixel art, in which the player traverses to enter dungeons and advance the story. A handful of side-quests that require memorizing details and using puzzle-mechanics. A fast-paced, melee combat system that will include dodging, blocking and utilizing four different attack types that can be switched on the fly. A simple inventory of "Key Items" to be used in order to advance the story. Day & Night system and Weather Effects, with weather effecting combat. A very simple Dialogue System to convey information via colored text. Saving/Loading via exporting and importing a physical save file. Majority of the project is already planned out, with plans to release commercially and splitting the profits equally among the two of us. I would request that the applicant is able to work semi-independently, following an outline, and that they have experience in both C# programming *and* putting those scripts to use inside Unity, whilst I will be creating the Art, Music/SFX and doing Level Design (Though if you are also comfortable in assisting me with these, I wouldn't be opposed.). Work will be shared in either Github or Unity Collab (Applicants preference), with communication done via Discord. For more information and to apply, please contact me at nathan.jenkins1012@gmail.com Thanks for reading!
  14. Devlog #6 - Whitish Mode

    Hey guys, The sixth devlog is here. Today I want to demonstrate another experiment with post processing filters. New Whitish mode will be available in the main menu. The player can choose Toxic mode or Whitish mode as alternative to the standart Pixelated mode. I considered that it would be fun. So, here is the video: The main menu will look like this:
  15. 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. FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th! FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development. Features: Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Rendering to and from offscreen surfaces with custom sizes Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom shader support Sound and Music APIs Simplified Input handling Optional wide and tall pixel support Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Supports an amazing variety of platforms, courtesy of Unity A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064
  17. FES Retro Game Framework is on a 100% sale on the Unity Asset Store until March 13th! FES is a retro pixel game framework, built on top of Unity. It aims to create an ideal, low friction framework for making pixel-perfect retro games from the early 90s era. FES takes advantage of the portability, and the ease of deployment that Unity provides, but does away with the Unity Editor interface in favour of a traditional game loop, and code-only development. Features: Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Rendering to and from offscreen surfaces with custom sizes Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Custom shader support Sound and Music APIs Simplified Input handling Optional wide and tall pixel support Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Supports an amazing variety of platforms, courtesy of Unity A live WebGL demo of FES can be found at: https://pixeltrollgames.itch.io/fes FES can be found on the Unity Asset Store here: https://www.assetstore.unity3d.com/#!/content/102064 View full story
  18. PC Devlog #4 - Kamikaze and Electroshock

    Hello everyone, The game received a major update in the past 2 weeks. Now there are 2 new enemy types and 3 new weapons for the player. Also the game now has gamepad support, camera shake and lens distortion at high speed, info panels for player's ammo and health, replenishments of ammo and health which drop from exploded enemies. Kamikaze and Electroshock are 2 new enemies which player will meet in the rooms and tunnels. The first one chases the player till collision and then explodes, the second one - hits the player with electric shock from a short distance. Here's how they look: Player's weapon arsenal has been improved with rockets for the right gun and 2 new weapons for the left gun. Next are screenshots showing all the above in action: Updated gameplay video is coming soon!
  19. Hey, So for the past month or so I've slowly been working on a melee-combat centered dungeon crawler. Everything has been coming along very well, but environment art is a bit iffy considering our style (We have 3D rendered pixel art with normal maps for lighting in Unity) and doesn't seem to work well in a 2D environment. Due to this, I've been strongly considering making the game 3D and having the environment be made out of 3D tiles created in a voxel editor. This would work much better with our style as a whole, I think, since our art doesn't look especially 2D. We also use a good bit of lighting, which would work better in 3D. The only issue is, I want the game to still play as if it were a 2D game. I want to treat everything as if it's in 2D (which it will be, every asset that's not an environment tile will be a 2D sprite. This includes enemies, attacks, environment objects, etc.) while having the game be technically 3D. I know Enter the Gungeon takes an approach similar to this, where their '2D' game is really a bunch of pixel art mapped onto 3D objects. This provides a really good sense of depth, and also makes it so I don't have to implement typical hacks to make the game appear more 3D. How would one approach this in Unity? My game uses 2D colliders for attacking and movement, and I'm not sure how I'd translate that to a 3D environment (at least to an extent where the game still feels 2D). I understand that I could just completely ignore the y-axis, and treat the z-axis as my new "y-axis", but I have no idea beyond that. My Twitter has a bunch of art if you want to check that out. The devlog also has a good bit of art.
  20. Hi all, Haven't updated here in a while, been busy with full time job i'm sure other aspiring developers know about that. Just wanted to update some progress of the last few weeks. For almost a year now we've been building assets for this game such as scripts, sprites, backgrounds, menus etc. We just recently started putting all of those together. We started out using the images we've already been showing to create an intro/tutorial section to the game. This consists of an intro text scene that we've displayed before, and a few training sections: movement/jumping, basic attacks on an easy foe, strong attacks on an easy foe, and ends in some dialogue(cutscene?) that sets you up to start on your adventure. Unfortunately this means we exhausted what we've built so far so we had to start building new stuff. Attached below is a new preview of how we make a layered tile background. We can turn layers on or off depending on if we want walls on either side, an entrance/exit (door from earlier backgrounds, or path in image below) and is set up so we can lay them side by side seamlessly. The first actual area is gonna be somewhat short and basic as you are playing without any of the colored powers yet, so only basic melee attacks against select few foes who will be rather simple to beat. Hope you like the image, none of us are artists so we're patting ourselves on the back for it. Thanks for any support, look out for future updates! Gunner Gaming Studio www.gunnergamingstudio.com (temp redirect as we work on site more) www.facebook.com/gunnergamingstudio www.twitter.com/gunnergamestud https://gunnergamingstudio.itch.io/
  21. Forest Strike - Dev Blog #9

    Hi there, this week I was working on the new forest level. Here is a screenshot of the level so far with a few trees: There is an issue with the cloud shadows, since my current implementation won't work with the trees as they are higher than the stone blocks. So, I have to think of an solution for that as well. I haven't had much more time this week, so that's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
  22. A collection of my art.

    Here is a sample of my pixel art for games. Sprites, Backgrounds, Animations, Isometric objects, and others. If you need an artist, then PM me!
  23. Hello Everyone! My name is HyprStorm and I am looking for experience with pixel art. If you need a pixel artist for a side project or a small game, then I am your guy! (Hopefully...) I would like to work on pixel art for a small project. I don’t need any money or anything, all I’d like is to be stated as one of the Artists. I’m looking for experience in the field. PM me .
  24. An original fantasy RP game needs dedicated, self-motivated, and chill individuals! We have a story and general plot already set up, ready to be expanded upon. Miasma: Twilight Decree is a 2D roleplay adventure game. It’s set in a unique fantasy world with a vast map containing continents and oceans alike. Players are given one objective: to endure the troublous environments Allagia have to offer and successfully progress through time to reach the Age of Technology. The stakes are high, and every character’s actions can alter the world – or reset everything back to the beginning ages. MTD features a blend of survival aspects, dark themes, with the ability to make a mark in the history books. What we're currently looking for: • Writers - Super creative individuals who have experience in lore-making, world-building, and know their way around fantasy writing. All of the general elements are here [setting, plot, etc.] and need some "fluffing out"[quest lines, clans/ factions/ families, etc.]. Bonus points to those who can whip up spells and skills. • Artists - Mainly those who specialize in pixelated art, or people who can make concept art [since we lack pictures]. • Project Manager - Someone who is organized and can keep this project on the rails. As thorough as I am, it's difficult to cover all the bases on my own. • Other Positions - Anything else to fill in the gaps. We currently use Wikidot for our wiki; someone with CSS and syntax experience to polish it up would be awesome. A musician/ composer for all things musical. Way later down the road, we'll need community managers, DMs, and the such, though it isn't necessary at the moment. Other information: I've been working on this project since the beginning of 2017 with a group of friends. Life basically prohibited a lot of us from continuing on with it, and it went on hiatus for a while. I'm making an attempt to bring this back from the dead since plenty of time and effort went into it beforehand. It goes without saying that I also have a passion for roleplaying. I cannot stress enough that anyone interested should be into fantasy settings or D&D. Otherwise, you're probably not going to have fun with helping! We do have a Patreon with a few supporters, and Discord. Until things really start moving, we'll be using Discord to collaborate. For any questions, comments, or concerns, feel free to comment below or add me on discord @ Allagia X#9174 [best method of contact] for more info about this project.
  25. Forest Strike - Dev Blog #8

    Hi there, here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported. Bug Fixes KO Hook The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week. Here is an example of the hook: Current character Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well. Back button The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button. Win message If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week. Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen. I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! That's it for this update. Thank you for reading! As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly. Cheers.
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