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Pixel Art Programs

Posted by
Monday, August 17th, 2015 11:25 am

Hey folks!

I’m thinking of trying a different art style this time around(pixel art) as opposed to the vector graphics I usually go for. My art skills are limited, but I still want to experiment.

I was wondering if anyone in the community had some favourite programs for pixel art drawing/animation? I’ve heard some good things about GraphicsGale, but not much beyond that. I’d love you hear what you guys use.

I’m in!

Posted by
Friday, April 17th, 2015 2:35 pm

Let’s do this!

I’m in for my second LD, going for the 48 hour Compo. The last LD was a huge thrill, so here’s hoping for another good weekend.

For the stuff I’ll be using:

Engine: Unity

Language: C#

Sound: Bfxr

Music: Bosca Ceoil

Graphics: Inkscape/Photostop – depends if I decide on Vector art(which I’m pretty bad at) or Pixel art(which I’m VERY bad at). Oh decisions.

I’m hoping to have a little more time in this Compo to spend on sound and music, as that part was kind of lacking my last time around.

Time for that pre-jam panic, worrying that I won’t come up with a decent idea.

FUN!

You Have the Con – Postmortem

Posted by
Tuesday, December 16th, 2014 1:43 pm

YouHaveTheConScreen2

So, my first true LD was in the books, and my final product was a game called You Have the Con, a sort of strategic starship bridge simulator…thing, if you were somehow incapable of looking out the window. Honestly, I’m extremely happy with how it came together, especially with some of the difficulties I had along the way. But I learned a ton from this experience, and I know my next LD will be even better.

So far, the feedback as been phenomenal, and I love the Ludum Dare communities ability to pose criticism without being arrogant(as opposed the majority of the internet).

What Went Right

I’m quite happy with how the whole concept fits together. I was initially worried that it would end up simply being boring – its not the most dynamic game in the world – but I think it came together rather well. It’s challenging, without being unfair(at least, in my opinion + the feedback I’ve received). Also, I’m reasonably pleased with the visual style, if nothing else, its fairly consistent and unified, given my limited art skills.

Also, people seemed to appreciate the small touches of humour, which was extremely gratifying. Honestly, I was probably the most worried about putting those in, as I wasn’t sure if it would just fall flat or not.

What Went Wrong

Though I’m happy with the visuals, I would have liked a chance to redo some of them, as many parts were rushed out in the first night, and never revisted. Also, I became more displeased with the way I implemented ship controls – buttons for speed and direction – it’s just not clear or easy to use.

Finally, the music. I had zero experience with music composition before this point, so I’m happy that I came up with something that at least didn’t violate peoples ears, but it is very repetitive. It simply needed more time and attention.

What I Learned

I need to never bank on having more time to revisit something, like art assets. Though its still possible, I should design everything the first time to a state that I’ll at least be happy enough with, rather than telling myself “I’ll redo it later”.

I really, really need to stop backloading my design process with all the stuff I don’t want to do. I left all of the menu design, tutorial, music and sound until the end. The last 6 hours or so were a terrible slog. The more tedious tasks need to be spread across the weekend.

And finally, music. My note to myself: Passable music takes more time. Allocate more time to make passable music.

 

 

Thanks to the LD community for making this experience so great! I’ve had a fantastic time(and still am) playing everyone’s games, and hearing your feedback has been extremely gratifying.

 

And he limps across the finish line!

Posted by
Sunday, December 7th, 2014 3:07 pm

Well, there we have it, my first full Ludum Dare compo is in the books, and I even made it with a few hours to spare.

 

YouHaveTheConScreen2

My game, You Have the Con, is a kind of tactical, button-pushing starship management game. All in all, it came out pretty well, I’m extremely happy with the result for my first LD compo. The whole experience has been a blast, despite the fact that I am now exhausted and over-caffeinated. But you better believe I’ll be back at Ludum Dare at the drop of a hate.

Check out my game here if you have a chance! – http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32648

Now if you’ll excuse me, I am going to go eat….everything and sleep….forever.

You Have the Con Progress – It’s a Thing! …Kinda

Posted by
Saturday, December 6th, 2014 11:46 pm

Hokay! So I’ve made some fairly substantial progress today. Things aren’t quite together yet, but hopefully tomorrow will bear fruit on that end.

YouHaveTheConScreen

Essentially, my idea was that you are given the command screen (see what I did there) for a large capital ship, and you need to organize your orientation, which weapons are on, which components need repair etc. All of which you have to do with the minimal information provided to you.

Truth be told, it may have been a bit much for an LD entry. There are a lot of moving parts, so to speak, and not everything is jiving perfectly just yet. Hoping to tweak some things tomorrow to bring it up to snuff, as well as add some sound, titles, a tutorial….it’ll be a long day tomorrow too.

Now, off to sleep with me!

Let’s Do This!

Posted by
Tuesday, December 2nd, 2014 1:00 pm

Okay, so here we go! This is my first real LD, though I’ve done one Mini LD before, and I couldn’t be more pumped!

My goal? Finish. And if possible, retain some small scrap of my sanity. Priority is finish though.

What I’ll be using:

Engine/Coding: Unity

Art: Inkscape (probably)

Sound: bfxr

Music: if I get that far, I might try my hand at Bosca Ceoil. It seems easy to use enough.

Can’t wait!!!

Thank You, and Goodnight

Posted by
Sunday, January 12th, 2014 7:58 pm

Finally made it to the other side, and I couldn’t be more thrilled(although exhausted).

StopTheSpyScreen1

Stop the Spy is finally finished, a kind of strategy-subterfuge, examine-the-intel type of game. It’s fairly simple in it’s concept, but it came together rather well. This was my first jam experience, and only the third game I’ve ever completed, so I wasn’t really sure what to expect. What I found was working harder than I’ve ever need to on a weekend, and loving every minute of it. So thank you to the LD community for that.

Check out Stop the Spy here if you have the chance.

Now if you’ll excuse me, I’m going to go sleep for days.

MiniLD Progress

Posted by
Saturday, January 11th, 2014 10:04 pm

Well here I am, more than halfway through my first jam event, and I have to say, I’m loving every minute of it. I’m relatively new to the game development scene(this is really only my 3rd game ever produced), but I’m finding the jam to be incredibly stimulating, despite the sleep deprivation.

So I thought I’d take a quick break and post a screenshot here. What I chose to tie the theme together is espionage, as I feel it fits well with deceit, schemes and conspiracies(facade not so much, but eh, can’t win em all). In this game, you have to examine various pieces of intel in order to determine which flight the spy plans to leave on, before your time runs out. All in all, it’s coming together rather well.

 

SpyScreenshot

Graphics are certainly a little wanting(I’m an artist by no one’s description), but I’m fairly happy with it so far.

Now, back to work for me. Not sure if that’s the light at the end of the tunnel I see, or if it’s the train…

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