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Bullets are Fatal – Considerations

Posted by
Thursday, December 19th, 2013 5:52 pm

So, after a cooldown from the 72h marathon, we’re here to talk about the good ol’ “The Good, The Bad and The Ugly”, in reverse order.

Our little blue Clint Eastwood wannabe had some hard times crossing balconies, which probably caused some headaches, not to mention causing many unnecessary deaths. We considered this an extremely pernicious bug, because it’s already very hard to be the fastest gun in the west in our game, we don’t need platforms acting randomly to add insult to injury. So we took the liberty of fixing that and re-submitting.

The biggest of the bads was too much ambition in our initial plan. Furthermore, we only realized too late that our first idea wasn’t going to be able to be completed. So we had to rush through several important phases, which resulted in our controls not being as good as we wished. Some tasks took longer than planned, notably getting the assets into the game properly, working all the different animations and state machines took way longer than expected, leaving less time for fine-tuning the gameplay with the controls and AI. This is really dangerous in a fast-paced game like ours. We had some problems with downscaling assets as well.

Ah, at last, the good! We managed to come up with a game that was really satisfying to us. Using ToonBoom for animations was incredible! Cheers for our artists, they were amazing. Procedural level generation proved to be well worth the time invested, it added quite a twist to the game. The mixing of 2D with 3D also turned out very pleasant! We also scored lucky with some hasted decisions. The most fortunate was the ricocheting bullets, which wasn’t planned for initially, but once we saw it happening, we exploited that to it that work as an integral part of the game mechanic.

Overall we are very pleased with the result and, most importantly, we had a good deal of fun and learned a lot developing this game in those grueling 72 hours. In the end we had to bite the bullet, fatal as they are! :)

We are also very excited and have been working on the game, soon we plan on posting a post-compo, we already have some nifty little features working (did I hear someone say bullet time?)…

Bullets are Fatal!

Posted by
Monday, December 16th, 2013 10:25 pm

Our game, Bullets are Fatal, is done for now.
It was a bumpy road, but the team is fairly happy with the results.
There’s still a multitude of gameplay problems and bugs to be dealt with, but the game is still challenging and somehow engaging.

Bullets are Fatal could be called a merciless twin stick shooter platformer with procedurally generated levels.

We would be very happy if you tried Bullets are Fatal out.
See if you can find the saloon without getting gunned down in your way.




Thank you,
the team.

Download Link:


A recording from the frontier

Posted by
Monday, December 16th, 2013 12:17 pm

While the last Ludum Jam sun is almost setting on the horizon, the good boys, the bad boys, and the ugly boys are finally coming out to play….

Accompany the cowboy developers live, codin’ animatin’ and chattin'(in portuguese) on our live stream:

Run with your gun

Posted by
Saturday, December 14th, 2013 4:26 pm

Run cycle is here.(click to see the animation)




You can exchange facial parts and make different combinations for your main character.
Now to jumps. And maybe make some new features.

Meanwhile, my pal Lucas RR is working on our neato scenario, a marvelous combination of 3D and 2D sprites, a la Paper Mario:



Accompany us at our twitcam!

More to come…

Wild Assets

Posted by
Saturday, December 14th, 2013 10:49 am

The game with no name keeps on trucking! Keep track of our shenanigans on the most active twitcam ever, totally spoken in portuguese so you can’t understand what the flip is going on;
Western Game Twitcam!!!

AAAAND here are the latest assets by Lucas “fast fingers” Ribeiro, the sharpest pen of the west.


And to show this bad boy doesn’t beat around the bush, here is a mock-up of how our backgrounds are gonna work, merging seamlessly 2D with 3D:

More Cowboys

Posted by
Friday, December 13th, 2013 11:08 pm


The pasta continues…

Western spaghetti concepts

Posted by
Friday, December 13th, 2013 10:19 pm

The goods, the bads, the uglys…

And the streaming keeps on….


Posted by
Friday, December 13th, 2013 7:00 pm


Talking straight from the tropical wonderland of Rio de Janeiro!
A team composed of two coders, two graphic artists and a coffee machine.
Lucas Pelegrineti
Lucas Ribeiro
Pedro Boechat
Peter Dam

Abusing our mad photoshop skills, most probably working on Unity, who knows maybe using Toon Boom for animationsz.


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