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Found 207 results

  1. Hello everyone! I'm new to programming and pixel art, and I would greatly appreciate hearing some feedback on my Idle and Running animations. I'm looking for constructive criticism so that I can become better at making sprites in the future, so don't hold back!
  2. Devlog #3- Monsters and Mythos! October 15th, 2019 Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami Weekly Updates Week 3: More Creatures within Kinfallen Forest Here is a showcase of two more enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: Scavenger: Thought by some to be corrupted descendants of those lost within Kinfallen Forest, the scavenger hunts for trinkets and valuables scattered along the undergrowth of the forest. It carries its belongings in an overstuffed satchel upon its back, clinging to the past memories these items possess. When spotted, they will back away and only attack when threatened, but will become emboldened when other members of its kind are nearby. Uprooter: A subterranean creature of the forest, the uprooter dwells mainly within the vast root system of Kinfallen Forest, digging burrows and creating mounds of soil. Its nose resembles a forest flower, tricking passersby into a sense of security. When a traveler encroaches on its territory, it will jump out of the ground and attack with its powerful claws, sometimes throwing mounds of dirt and rock in defense. Weekly Member Spotlight: This week, I metaphorically ‘sat down’ with Arabesco, one of our artists on the team and an incredibly talented pixel-art animator. I asked her about her process and working style to produce such amazing animations for Yami. Thanks again to Arabesco for answering our questions! Q: What is your artistic background? A: “I began my journey into art very early on - I was around 2 when my cousin drew a cat on paper. Enchanted by the idea of creating something in paper, I decided to learn how to draw. Eventually I began to draw digitally as well and thus became fascinated with the idea of making artwork for a game. For now I am doing Visual Arts as a major in college and will possibly get a minor in graphic design.” Q: How did you get inspired to make art for a video game? A: “When I was 14 or so, I found out that people could make their own games relatively easily and publish them in the internet. The catch was that you needed to make your art yourself. I did not know about sites that let you use their material for free. So I decided to do game art and thus live and learn, reading pixel art articles and whatnot as well as staring at spritesheets while figuring out how do The Experts do it.” Q: How do you animate your art? A: “When it comes to pixel art, I use an approach that to an extent is similar to rigging/puppeteering: putting the moving parts in their layers and moving them with edits to maintain consistency. This allows for a faster workflow. Outside of it I tend to do hand drawn animations in krita.” Q: Tell us briefly about yourself! A: “I am an individual. Living in some south american country, close to the sea, I often either work on the many things I have or just stand there. Menacingly.” Q: What is your process for making art? A: “I first have an idea. Then I try to think of the many ways to approach said idea. Then I materialize the concept. Once I feel it is satisfactory, I put it out.” ~Look for our post Next week where we show concepts for the Yami planet of Raum, and concept art for one of our NPCs~ Check out our new Website: https://tumultuousproductions.site/index2.html Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions Check out our website for Yami! https://tumultuousproductions.site/index2.html For more about Yami: Our Game: Yami
  3. Devlog #2- Getting the Ball Rolling! Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions For more about Yami: Our Game: Yami Weekly Updates Week 2:Concepts of Creatures within Kinfallen Forest Here is a showcase of two enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: Shrubble: This small creature resembles the plant-life of Kinfallen Forest, and scurries along the forest floor, attacking any nearby threat by shooting seedpods or attempting a pitiful attack. When cornered, it will usually either burrow itself underground or flee. Tresswing: (Before and after) This aerial creature only has two wings and a beaked face, and flies amongst the canopy of the forest. When spotting an unsuspecting wanderer, it will swoop down to peck at any unlucky traveler’s head. Weekly Member Spotlight: Beginning every week, there will be a small Q&A segment, wherein we ask a member of Tumultuous Productions some questions to learn more about our talented team! For this week, we asked our Lead Composer for all Yami sounds and music, Sassykeys, a few questions to provide an insight into his creative process. Q: What originally inspired/brought you into pursuing and learning music? A: “As early as I can remember there was a piano in my house. I used to enjoy sitting down and smashing some keys - even if the notes didn't make sense I still enjoyed it. So I think a natural interest at an early age really helped.” Q: What led you to want to create music for a video game? A: “I had been doing session jobs for a while, but felt something was missing. My main time spent on piano has always been composition. I don't actually know that many songs on piano, but I've always enjoyed coming up with original material. This stems from discovering new chords and combinations on the piano since an early age and developing that theoretical knowledge through trial and error. Anyway, it's helped me as a session musician, but with so much material I've recorded and haven't released, I figured doing some music for video games would be a really nice outlet. I also really like video games.” Q: What is your creative process? How do you get the ‘musical juices’ flowing? A: “Play piano. I've found this to be incredibly important in helping me come up with ideas, especially since I'm spending a lot more hours sitting at a computer than I'm used to. Whenever I have “writers block” it's normally because I haven't jammed for a few hours on the keys like I normally do.” Q:What is a random fact about you? A: “Yumface is my favourite emoji and it's more or less the only one I use.” Q: How does making music for a game differ from making it for a general audience? A: “It doesn't differ all too much asides from maybe you prioritise the music fitting in with the game over how somebody might perceive it if they were listening just for leisure. In saying that the video game is hopefully being made for a general audience too, so their enjoyment of the music is still very important to me.” ~Look for our post Next week where we provide more information on the Scavenger and Uprooter enemies and the release of our new website~ Remember to: Connect with us on Social Media: Facebook: www.facebook.com/TumultuousProductions Twitter: https://twitter.com/TumultuousGame Join our Discord Server: Join the Yami Discord Want to Join the Project? Fill out our google forms Online Application For more about the Studio : About Us Tumultuous Productions For more about Yami: Our Game: Yami
  4. Hello everyone, I am currently developing a small hobby project called Bolygó. It is a rogue-like dungeon crawling typing game where you get around through typing commands. The twist is the strong focus on "linguistics" as combat commands are like chants and must be performed in a fictional language I created. I have created a project page right here if you're interested in seeing more. The game is developed using javascript, so currently it is web-only--I plan to delve into tech like electron to potentially turn it into a standalone version. Help wanted: for short, pixel art peeps are welcome. Anyone that'd like to help with drawing the graphics and has a bit of time to spare would be welcome--you'll need to stick to the game's atmosphere however. As I have never done pixel art before, my skills are coercively lacking. Thus if anyone with a bit of experience would like to simply provide feedback on my works that would also be a great help. Finally, I am not an english native speaker but I still intend to first develop the game in english. If anyone would like to proofread, help is welcome in that regard too. If you possess any other skill you think could be relevant to the project and would like to lend a hand, you are more than welcome to contact me as well! I am open to all suggestions (and anything akin to criticism and feedback) Pictures of the current progress made on the game and art are available on the project page linked above. You may also click on the logo (very cool) Thank you for taking the time to read. It is a small project but quite a fun one too~
  5. Greetings, We are a writer and programmer team working on an old school RPG with a dark story line and adult themes. Currently we are developing the game as a hobby and are looking for an artist to create character sprites and different assets for the game. This project is driven strictly by the passion of those and regardless of role we all give input and craft the elements of the game. Team: Programmer - Alberto https://www.youtube.com/watch?v=Bvw_CWGAkyM (demo arcade plane fighter programmed with Unity) Writer - Robert www.ThrowTheDiceProductions.com Game - Through The Eyes of the Devil (check file attatched to the post) Video (Game features preview): Player motion, very early battle system, simple interaction and behaviour of non-player-characters (all the graphics are taken from free online containers). We thank you for your time in considering our project and we look forward to hearing from you soon either by replying this post or sending me a private message. Through_the_Eyes_of_the_Devil_.pdf Game_features_preview.flv
  6. Hey everyone !! My name is Florian, and I'm a solo indie game developer, programmer, and digital artist. I've been working passionately on my very own game for quite some time now, and today marks the day of its announcement via Kickstarter! The game is going to be a a challenging 2D platformer in a lovingly created pixel art world! Experience a packed story full of adventure, dangers and secrets! Exploring this vast world with all its mysteries, as well as challenging platforming gameplay and tough boss battles are the main focus points of the game. You can find tons of information on the game, as well as the game's trailer over at the Kickstarter project page!
  7. Project Name: Rise of the Betrayer Program/Language: Game Maker Studio 2 using GML Current status: All Tilework is done, Demo is near completion with Enemys, Bosses, Weather, Day/Night Website and video devlogs: Blastedrealm.com Roles Required: [Programmer, Pixel Artist, Social Media Manager,] Programmers This position is looking for a GameMaker Language developer in GMS2. We are looking for people who know how to compose and create logical modular polished scripts and can generally work with others please apply using the link below. Pixel Artist We currently have the majority of the Parallax and Tilework all ready. Will need to help with some other miscellaneous needs for the game such as UI, Bosses, Puzzles or more All artwork is 32x32 based. Social Media Manager For this position we are looking for someone who knows how to advertise a game. Posts would be to our Website and Social Media platforms. Knowledge or some experience of the position would be helpful but not required. Recruiting New Members Form https://docs.google.com/forms/d/1ArnSD8poXTu9wmjacM8ItfDDKM960uOfN-iyCnsVMsc/viewform?edit_requested=true Genres: MetroidVania/Puzzle/2D Platformer Description: Rise of the Betray is an Action-Adventure game. The game will feature decision-making, crafting, fast-paced combat, multiple endings, intricate story-telling, an open world to explore, and more! Rise of the Betrayer will pose a dark atmosphere at times, filled with drama, mystery, and dread. The game will feature hard-core level of difficulty when it comes to platforming, combat, puzzles, and decision-making.Crafting is a big part of the game, so we encourage players to use the tools they have and come up with unique ways to overcome a challenge.
  8. Unknown Castle has been released on Steam! Buy or wishlist it:
  9. https://play.google.com/store/apps/details?id=com.fish.neymarfinal Hey my brothers My name is Silvestre, currently working as a designer at FishballCat studios Currently I developed this game called Neymar Run You will sit on the head Corresponds that neymar bullshit with najila about trying to process It turned out to be a joke meme here from my country and it resulted in this game https://play.google.com/store/apps/details?id=com.fish.neymarfinal
  10. Hi everyone! I'm a GMS2 programmer at King Crow Studios. I'm currently working on a game called Necroball. To give a short description of the game, it's a 2-4 competitive sports game that combines soccer and tower defense. The objective of the game is to hit the Necroball skull into the goal or spawn minions to traverse to the mausoleum to earn points. Earn 50 points to win the game. Necroball is available on Steam, but I'm rebuilding the game from the ground-up in a different game engine. Here's a link to the original Necroball: https://store.steampowered.com/app/563410/Necroball/ I made several mockups of the character select screen. The first image of the character select screen is the one from the original Necroball. The other images are our mockups for the revised game. The last image is the newest mockup and probably the one we're going to use. Our mission is to design a sharp, readable interface (i.e. typography, layout, content, coloration, etc.). Note: The controllers at the top of each archway are just stock images of an XBOX One controller used for concept purposes. We'll make a new one down the line. Any suggestions, feedback, and/or pixel art issues are appreciated!😄
  11. BalGabala

    Pixelart rage game project

    Here is a small sample from my game: I am not relay happy whit my result, its look good one way, but also looks empty. I don't know why! Help my, maybe i just working on too long.
  12. Hi, I'm looking people for my team to make a pixel style action puzzle game. More info if interested. The game is meant to be a challenging game. Our main programmer made this game a few days ago: https://itch.io/jam/gmtk-2019/rate/461011 Discord: allualbert#4000
  13. GAME TITLE: Shadow Traveler ABOUT: Shadow Traveler is a 2D pixel art metroidvania horror game. The player explores the depths of an alien planet full of increasing danger and changing environments. Lighting plays a significant role as enemies react to it in different ways. Some find it a haven from the long dark tunnels while others find it a boon to their shadowy abode. More Info → http://www.radiogenicgames.com/shadow-traveler/ PROGRAMMER REQUIREMENTS We are looking for a programmer who can help us in implementing all major gameplay mechanics. Someone with experience in C# and Unity. And is also familiar with GitHub as well as Slack and Discord. Bonus points for knowledge about AI, platforming mechanics, and combat. THIS IS NOT FOR PROFESSIONALS You will get money if the game does well. But please don't expect to earn money from this straight away. This is for people who want to experience on a project. For people who want to join something that will start small but lead into something bigger.
  14. It’s been a long time since the previous ConnorORT Studios devblog so let’s dive right in! Our plan since the release of Towards The Pantheon has been to work on one light hearted adventure game and a darker survival horror style game. As a result we began development on Bam’s Countryside Adventure, a farming sim with magic, adventure, and fantasy elements starring Bam the cat from Towards The Pantheon, and a survival horror title Purity Of Intent. We realized that the scope of Purity of Intent would be better tackled when treating it as the only game our studio has in development. It became clear to us that we wanted to work on a darker Bam game alongside Bam’s Countryside Adventure and the result has become Bam and the Castle of Horror! Bam and the Castle of Horror also stars Bam the cat, but this is no countryside adventure! Bam receives a mysterious letter from his long lost brother Biggles which claims that he has been trapped in an abandoned castle. Bam can’t be sure whether this is true or not, but he can’t live without at least trying to save his brother and quickly rides his sled down to the castle to investigate. Upon entering the door locks behind him and he discovers that he is in for a much darker and more frightening journey then he could have ever imagined. The game is heavily inspired by classic survival horror games such as Resident Evil and Silent Hill while also not being afraid of exploring new mechanics and creating its own space in the genre. Mixing the cutesy elements of a cat sipping green tea to recover health in a safe room with the terror of him soon after being dragged by a monstrous mad man into a barrel of acid was at first odd, but Leandro and I have enjoyed merging these two seeming conflicting worlds and styles together into something new and unique. We’ve been crunching hard to get a feature complete internal demo of Bam and the Castle of Horror ready for testing. This demo will consist of an arena where Bam fights against gauntlets of enemies, similar to the Mercenaries mini games in recent Resident Evil games. Although the main campaign of Bam and the Castle of Horror is story and exploration driven we feel it’s very important to focus on the core gameplay mechanics and perfect them first before moving on with level creation and world building. With this ‘arena mode’ demo we will be able to tweak the gameplay elements, enemy AI, and overall feel and atmosphere of the game until it’s just right. Once all the gameplay elements are solidifed, we’ll also know how to best design the levels and campaign around those mechanics. This is something we’ve learned from our work on Towards The Pantheon where we worked on all of the game’s elements simultaneously as opposed to focusing on the core mechanics first. Progress on Bam’s Countryside Adventure has taken a temporary backseat in favor of getting Bam and the Castle of Horror up to speed, although Leandro has been working on various art assets such as crops, shipping bins, character houses, dialog portraits, UI, and much more. We’ve also spent time thinking of ideas to experiment with when it comes to game design, such as the magical abilities and systems Bam will be able to use and how those elements will change his adventure. Since there are plenty of farming sims in the market it is important to brainstorm how to make your own game stand out. We’ve been looking at games such as Golden Sun and Black & White for inspiration and we look forward to exploring some of the gameplay mechanics we have in mind, taking what works and leaving what doesn’t until it is solidified. I’ve also started putting together lore and backstory that fits the mechanics well which will create lots of cohesion. Leandro has been recording footage showing the creation of the pixel art for both games which he will begin editing into speed art videos, similar to the ones he made for Towards The Pantheon. I plan on recording some behind the scenes videos where I document the creation of both games as well as explain their development – such as how the soundtracks are made, how the code is architected, how we manage our tasks and keep in sync with one another, and more. On the music side of things, I’ve been singing and playing live with the Vancouver metal band Edith as well as slowly working on new bits of music. Game development takes priority over my solo music these days (especially since game development includes creating new soundtracks!) but sometime in the future it’ll be very exciting to share some recordings from my new solo project. It was my 28th birthday yesterday and I’m currently on a two week vacation… but I brought my computer and gear with me to work on both of the Bam games every day. We can’t wait to eventually get these games in your hands but we are also committed to working as much as needed and doing whatever it takes to deliver the best games we can. Thanks for reading! Be sure to let us know what you think of our development blogs and share the blog with your friends, we’d really appreciate it! You can follow myself, Leandro and ConnorORT Studios on social media for more frequent updates: Follow ConnorORT Studios on Twitter, Facebook, and Instagram, Follow Connor O.R.T. Linning on Twitter, Facebook, Instagram, Twitch, Tumblr, and Youtube. Follow Leandro Tokarevski on Twitter, Facebook, Instagram, Twitch, and Youtube.