About BrothersT

We try to make unique, fun games (usually involving puzzles). We've got several projects in the works including finishing our LD25 game, Lumberjack!

Joseph creates the code, Rob creates the art!

Get in touch with us BROTHERSTHOMSON@GMAIL.COM

Entries

 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 23

BrothersT's Trophies

Cleanest Graphics
Awarded by Kaslai
on December 20, 2012

BrothersT's Archive

Art dump for our game – Revolution

Posted by
Tuesday, August 28th, 2012 11:32 am

 

Here is some of the art I created over the three days for our fast paced fighting game ‘Revolution’. Our idea was very ambitious so we didn’t get to implement everything we wanted, but unlike last time we ended up with a game you can actually play! The idea of the game was going to be that you play as 10 different characters, and each time you get a new character you have to fight all the characters that came previously. Fighting on the inside wall of a circle is quite an interesting thing, which ever way you go, you’ll meet the same enemy, there’s no escape. We present to you, ‘Revolution’ – Rob. Download it here

 

 

 

 

 

 

 

Our entry, ‘Revolution’

Posted by
Saturday, August 25th, 2012 5:17 pm

Hi all,

This is an art dump for mine and my brothers game idea ‘Revolution’

 

A teaser description of our idea: You spawn on the inside of a circle, headless, and all you seem to be able to do is run. You run around the inside of the circle, and then you see something fading into existance as you reach 1 full revolution. It’s a mask! A very poorly made mask but a mask nonetheless, you put it on and when you channel your energy through it, a knife appears! floating and disembodied, how useful! especially since an enemy seems to have just spawned… headless, and what you think looked like an ‘R’, but it faded. You put your knife to work on the poor guy and you are alone once more. You run around a bit and as you reach another revolution you see, yes! another mask! You decide that this one looks noteably nicer, so you put it on and channel your energy through it again. A sword appears! and around the other side of the circle, another headless little guy, and a guy with a knife and a very familiar looking mask, one with an ‘R’ above him, and the other with an ‘E’ and they both seem to be coming towards you…

Gearing UP!!

Posted by
Thursday, August 23rd, 2012 9:21 am

Look at our game making skill and despair!! This is a test we’ve whipped up to iron out the kinks in our system before we compete for the second time on Saturday! Sorry bout the low fps, screen recorder doesn’…. *yawn*

I will be using Photoshop for animation and art. My brother’s written his own game engine in C++.. I think. Possibly using something else.

Oh and a friend’s friend is helping us with the music this time.. and he’s rather good. I’m almost afraid we won’t be able to do justice to his music.

WHAT DOES IT MEAAAANN?

Posted by
Monday, April 23rd, 2012 2:50 am

Check out the previous posts for more details!

Mockup of final look:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lots to do still. Music, sounds, polished animation intro sequence level design, phew.

Agorobophobia – Programming Update #3

Posted by
Monday, April 23rd, 2012 2:31 am

Sorry to our loyal fan(s) for the lack of updates yesterday; it was a really busy day!  We were quite exhausted by 3 o’ clock in the morning, hit the hay pretty hard.  We overslept by an hour this morning, so we’re (or at least I am) a bit behind schedule.

Lots and lots of stuff still to do.  We have a schedule drawn up for the day, and there are an unbelievable amount of features left to program before we have a minimally functioning game.  So I should probably just post a screenshot and get on with it!  1133 lines of code so far.

Infinite robots you say?

Who loves infinitely looping worlds?

Agrobophobia – Programming Update #2

Posted by
Saturday, April 21st, 2012 4:02 pm

Back from dinner, and voila!  Here is the end result of a day’s programming and rediscovering DarkBASIC.  We now have an infinitely scrolling world, ready to populate with robots and other such things.  Time for a well-earned sleep, and we up early in the morning, and hopefully we’ll have more than just a tile asset in-game, and other things as well!

506 lines of code so far…

Can you guess what it is yet?

Agorobophobia art asset update #2

Posted by
Saturday, April 21st, 2012 11:20 am

Update! Got some rough animation done today as well as half of the rough idle turnaround. would be able to get more done but I have to go out for a birthday meal :(

If you want to know more about our game I talked about the story in the previous post here: http://www.ludumdare.com/compo/2012/04/21/agorobophobia/

[EDIT] click to see unsquished image obviously 😛

This is what he’ll look like coloured (he’ll look better than this actually)

Loving the variation from you guys so far!

Traditional British Lunch

Posted by
Saturday, April 21st, 2012 6:26 am

Healthiness not included…

Learning is fun

Posted by
Saturday, April 21st, 2012 4:52 am

Having abandoned the idea of using my own game engine, I was forced to revert back to using DarkBASIC Professional, which I have not used in years.  It’s a blast to the past, but also a bit of a shock finding myself having to write in completely procedural code again… I miss object orientation.

F1 is my friend.

Joseph

Agorobophobia

Posted by
Saturday, April 21st, 2012 4:16 am

Hi all!

This is a team entry and my brother and I’s first entry into Ludum Dare!

For the theme of ‘Tiny World’ we are creating a game centred around an agoraphobic nanobot who is forced to help test an experimental device that makes his universe infinitely larger!

The game will be a puzzle solving platformer from a head on, top down RPG perspective. Think any classic old school RPG/Pokemon, but with nice painty animation!

Check back soon! We’re recording a time-lapse of the whole thing too!

 

– Rob –

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