Posts Tagged ‘2d platformer’

Glasses Guess

Posted by
Wednesday, December 14th, 2016 10:58 am

You are a duckbill. Shortsighted as hell.

The world looks totally different with or without a pair of glasses.

By taking on and off the glasses, playing with boxes and fighting robots,

you can find your way to save your girlfriend.

You need following keys to play the game.

W,A,S,D.

J,K.

Q,E.

SPACE.

Esc.

Game entry page – play here!

搜狗截图16年12月14日0017_7

搜狗截图16年12月14日0017_6

搜狗截图16年12月14日0018_9

02

Game entry page – play here!

Shadows

Posted by
Tuesday, December 13th, 2016 10:32 am

Shadows is an action platformer with mouse based controls.

You’re playing as a shadow mage and your objective is to kill everyone else in the room. You can switch between human and shadow form, jump on walls, fly around the map, and cast deadly spells that kill in one shot.

View post on imgur.com

Check out the game here.

Name of game is “Jim is Moving Out!”. I created only 7 levels (i wish had more time this weekend), but maybe i will continue with development! :) I hope you will enjoy it.

LD page: game page

itch.io: download
JIm is Moving Out!

First playable demo !

Posted by
Sunday, December 13th, 2015 12:58 am

The first playable demo of our unamed game is finally here ! 😀

It’s a 2D platform game based on the “Two buttons controls” theme. In this game, you control an alien who crashed his spaceship in a big factory, and you must gather all the pieces from your spaceship in order to rebuild it and go home. In this demo, only the first “tutorial” level is playable. Obviously, the graphic part is definitely not finished. But it’s still playable and hopefully enjoyable 😀

Download it here !

Any feedback is welcome 😀

GUILLOTINE a game made in 72 hours

Posted by
Wednesday, September 2nd, 2015 4:37 pm
TitleScreen
Click HERE to play!
(click on the game in Newgrounds)
Last weekend me, Iñaki and Gonzalo made our second game for Ludum Dare 33. The theme of this Game Jam was “You are the Monster“.
Iñaki and me went to the jam and Gonzalo worked at home. This time the place was superb, a class of Area school in Donostia.
At the beginning we were quite lost after the first brainstorming. We had some vague ideas about a Frankenstein and angry villagers. The next day, we decided that we were going to make a platformer with puzzles with a headless guy as the protagonist. The headless guy could steal heads and abilities. We mixed that idea with Hammer Films and classic horror films aesthetic.
Azalpena

YES, YOU CAN USE DOUBLE JUMP TO GO LEFT!!!!!!!!

I like the decision we made about the color… to remove it! I worked faster this way. I Added and “old film” filter too (just 4 frames of darker corners and dust like spots).

Screen01

In general I am really proud of the executioner. The story is that after the firts guillotine the citizens no longer need an executioner, so they chop his head and someone steals it. Help the poor executioner to find his head!
I LOVE the chicken head!!
Blazing Skull head. (or Ghost Rider head)
Key head. For some reason we couldn´t add the attack animation.
 
Piromaniac Skeleton.
I made every pixel you can see, Iñaki Vazquez programmed everything using Construct 2 and made 90% of the mechanics and puzzles, and Gonzalo Sardón created the amazing music and sounds.
I have to say that the game is better that I thought. May be is not an awesome game, but we made it in less than 72 hours! (I had to work). I think the ideas and mechanics have some potential. When we added the music, the game gained a LOT of atmosphere. Now the game shows a crazy, dark humor and horror setting.
It was a really hard weekend but we met a lot of new awesome friends, and we learned a lot!
Special thanks to Edu Verzinski, who gave as the idea of the introduction scene at the beginning the game, and to PINTXO DEVEPOPERS for organizing an incredible game jam and making possible the best weekend of this year.
Ibai Aizpurua and Iñaki Vazquez

Ibai Aizpurua and Iñaki Vazquez

 

We plan to make a better version of GUILLOTINE! So if you like Kirby and Metroidvania games, wait to see a better, bigger and longer game, with TONS OF NEW CRAZY HEADS!!!

The Curse of Koomba – Postmortem

Posted by
Wednesday, September 2nd, 2015 1:58 pm

Dani (The Artist)

I think we chose the right graphic style. The funny, cartoon style gave me many freedom  and I didn’t have to worry about technical proportions. Considering the short time that you have at any game jam, this is a great advantage.

Another benefit from Ludum Dare is that you don’t have to create perfect designs because you are not going to sell anything to anybody. You work fast and fresh, improvising ideas all around. The first character concept art I drew was my reference for the next pixel art with some minimum changes. They were easy concepts because they were based in big genre archetypes. Koomba is a monstrous angry mushroom because we want to make a homage to the first goomba of World 1-1 in Super Mario Bros.

ludumdare-youarethemonster-earlyconcepts

I have done some sprite animations before Ludum Dare with 64×64 pixels proportions. If you want a fluent animation with these dimensions, you need between 10 and 12 sprites, and also these proportions demands a more “realistic” style. In 72 hours I didn’t have the time to do so much detailed sprites (and background tiles), so I decided to do 32×32 pixels sprites (some caracteres exceed this dimensions a bit). With this size, you can do a proper animation with only 4 sprites and just moving the feet (working with layers always saves you a lot of time and work). Some death animations (Koomba, the Dark Lord, the holy wizard) have between 6 and 9 sprites to obtain a smoother, cooler effect.

KNIGHT-walk BAD-MUSHROOM-walk2WIZARD-deathBAD-MUSHROOM-DIE

We wanted to do two or three scenarios, but soon we realised we only had time to do a proper level. So we decided to do the interior of the Dark Lord’s tower. I only had to paint some old stone brik tiles with minimum adjustments and three assets: a gargoyle, a candle and some dungeon jails. At first we had some problems with transparencies, but soon Antonio fixed it.

gaggola JAIL lampara

We also wanted a different death for every knight when they collide with the Dark Lord’s shield, but we had no time so at last I only did a customised ash death for the base knight (not used) and one generic ash death for everybody.

 

Antonio (The Coder)

At first, I thought we would be unable to submit an entry with a decent level of quality. The first hours were a continuous rush, with many decisions to take, many code and art to put in place and always hearing in my mind the tick of the clock (let’s do remember that this was our first Ludum Dare). Once the initial adrenaline surge was over, the work to do was clear and we did have enough time to add even more kind of enemies than which we figured out at the beginning.

Another challenge was the selection of the game engine, because we had never use Unreal Engine 4 Paper 2D plugin in a serious endeavor (although we are proficients in its 3D and primary workflow). Besides our lack of knowledge, it did not take much time to have our first prototype working, so I must say “YAAAY” for Paper2D.

the-curse-of-koomba-screenshot2

Regarding theme and mechanics, I think we choose well. A sidescroller platformer (even with the ‘You Are a Monster’ twist) is easy to implement, so we could have enough time to polish other aspects like add one or two different enemies more or a proper Wave System. However, at the end of the third day, the Wave System was half-implemented and we did prefered to use the last hours adjusting some gameplay values, smoothing the controls, and so on.

Although I am very glad with the final result, it turns out that we forgot an important element of any videogame. Yes, you’ve nailed it. I am talking about the audio. So here we are, awaiting our chance to go beyond ourselves and make a game with audio next time.

See you on December!

You can play The Curse of Koomba right here!

A Flamethrowing Cup Riding a Flying Saucer

Posted by (twitter: @oneseedfruit)
Tuesday, August 25th, 2015 12:28 pm

PISSED

I just fixed some bugs for my game (score not resetting, bad colliders, etc). Check out My Cup of Fury!

I am sorry if playing it is a painful experience.

Just in case if you’re playing the HTML5 (WebGL) build on itch.io, your keyboard controls won’t work once the game is done loading. You need to “activate” the area where the game is embedded by clicking on the “Unity WebGL” logo first or anywhere around there, then click on the game’s screen itself. Now you’ll be able to move around with the keyboard.

GUILLOTINE, the beginning

Posted by
Monday, August 24th, 2015 6:57 pm

The beginning of our game.

Great LD 32 Games

Posted by
Monday, May 11th, 2015 4:29 pm

I had a really good time with these games.  Ld32 is about to finish, if you still have time don´t forget to rate them. 😉

…………………………………..

B • Scott

by TridecimalJam Entry

x

One of my favourites, it´s a whole short game. Very well programmed and challenging. People say that it’s to hard, I say is as hard as it should.

………………………….

Operation H.A.N.D.s

by The Capitalist CrayfishJam Entry

Strage shoot’em up,: Your weapon is a hand…. with five fingers. It’s a crazy idea, and I love it. The game has the funniest power up I’ve ever seen.

………………………………

Don’t Be Afraid Of The Dark

by RomixalJam Entry

I wasn´t afraid of the dark, but I was afraid of this little red thing up to the right. Play it and you´ll see what I mean. Great game, great mood.

……………………………………

A Knife Made Of Whispers

by ManagoreCompo Entry

A lot of people is speaking about this game, and they are right, it´s a very good one. Great mood, beautiful story, cool aesthetics.

………………………………………..

Eye Rush

by asobi techJam Entry

Hey hey! Fast gameplay, cool music, great gameboy like aesthetics. It´s addicitive, I had a great time with it.

Did you play Scream(But not too much)?

Posted by
Sunday, May 10th, 2015 2:58 am

It´s a metroidvania where your only weapon is screaming. This is my first ever Jam, and making this “minigame” was really fun.

I´m working on the Postjam version, adding a new whole area to explore, more abilities and working on the “screaming mechanics” to make them a lot better. I have a lot to do these days so  I don´t think I´ll finish it before the LD32 party is over.  :(

But well, the solo-jam version is still waiting for you, so if you have time: please enjoy 😉

 

Screambutnottoomuchgif

 

 

Scream(But not too much) by Embalaje – Jam Entry

First ludum dare and exhausted

Posted by
Monday, April 20th, 2015 8:12 pm

We are done!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50154

50154-shot2-1429577135

We are two game enthusiasts (Gege and Ekki) and have finally submitted our first jam game! It was fun and quite exhausting.

I played with lighting and physics on 2D objects for the first time and it turned out pretty nicely. Some bugs still have to be fixed but all in all we are very happy and will continue working on it.

Please visit us on : http://www.mildlyentertaininggames.com

I hope you enjoy playing it.

“Space potato” – The Game!

Posted by
Monday, April 20th, 2015 11:04 am

Introduction:

Hey everyone!

So yesterday I finished my game for the LD #32 Compo! Everything was done in a little less then 42 hours (37 hours)! This was my first ludum dare but definitely not my last! I really enjoyed participating and I’ll definitely keep competing! Anyways, enough of the small talk! Let’s get to the game!

What’s it about?

Join our hero in protecting the faith of the Earth from evil (derpy looking) space squids! Use one of the four randomly dropped potato weapons to protect the Earth and yourself. How long will you last against hordes and hordes of space squid? Let’s find out!

Controls:

A, D – movment
Space – jump
F – use special ability
Esc – exit to tittle screen
Mouse click – navigate the menu

Mechanics in detail:

Well, first off, I think we should start from the 4 different potato types in the game.

Each potato effect lasts for 10 seconds!

A new potato is spawned immediately after ones effect runs out!

 


Bullet potato


Cool Down:
 0.5 seconds (You can fire 20 of them per 1 pick up);

Best use: Fending off single enemies before they come close to the core. Best used during start of the game. Falls off during late game.

Mechanic: Each bullet insta-kills the first enemy it touches. Be careful though because it’s range is fairly short.


Healing potato

 

Cool Down:  2.5 seconds (You can spawn up to 4 heals).

Best use: The healing potato is used to heal the core (in game “The Faith of Humanity”) or the player.

Mechanic: Use the healing potato when needed. It spawns the heals at a fair distance from the player and nothing is stopping you from storing them somewhere further away from the core so they can be used when needed, though you could only heal yourself if stored away( It is recommend to save them on the 2nd or 3rd floor because otherwise they will get pushed back to the core by the enemy). If the heal touches the core, it will heal the core for 150 HP. Otherwise, the player can also use it to heal himself for the same amount of HP.


Chillato (Chilli Potato)

 

Cool Down: 10 seconds (You can only fire it once).

Best use: The Chillato is best used when there is a lot of enemies around, so make sure to make it count since you can only do it once!

Mechanic: The Chillato is a little bit more challenging to use, because you can only use it once. Once you use it, an effect as if you were using fire appears and burns all of the enemies you are facing with quite a bit of range (so it is best to sneak up behind huge hordes of enemies while they are attacking the core and destroy the enemies on both sides of the core). The Chillato only destroys the enemies on the side you are facing, so be careful where you aim it! The heat from the fire will stay for a few more seconds and kill any enemies that enter the radius of it’s fire for a few seconds after it’s activation.

A pic explaining the mechanics behind it: 


AOE Potato (Area of effect)

Cool Down: 4.5 seconds (You can fire it twice).

Best use: The AOE Potato is best used when there are enemies on both sides of the player. It’s range is not so large, so try to use it carefully!

Mechanic: The AOE Potato creates a radius around the player killing everything in the radius after a 2 second delay. The radius isn’t really big, so you have to make sure to get as much as enemies as possible with it, because it is not a fast attack.

A pic explaining the mechanics behind it: 


 

 

Enemy, core and player interaction:

There could be quite a bit of confusion on how the enemies interact with the player and the core, so it’s time I clear that our for everyone!

This pic should explain pretty well on how the enemy damage system works!

A pic explaining the mechanics behind it: 

This means that if in time of need and if you have health to spare, you can push out the enemies away from the core to buy some time to potentially get a heal or an AOE attack.

 

Easy, isn’t it?:

And that’s it! That is pretty much all you need to know to become a real space potato pro! The objective of the game is to protect the Earth or survive as long as possible!

 

Downloads:

You can find the game on the ludum dare page here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640

Or the direct links here:

Windows: https://www.mediafire.com/?xl7k5iiip7ubi7f
Linux: https://www.mediafire.com/?s86teprekrf9su2
OS/X: https://www.mediafire.com/?qqamqdomoqmfx1l

(if you get a weird virus warning, ignore it, I got it as well O_O)

 

Programs used:

Unity3D
Photoshop
MsPaint
http://www.bfxr.net/
FL Studio

Have fun gaming!:

Well, that’s it for me. You know everything there is to know to master this game and understand how it works! Creating it was a blast, and I don’t plan on stopping! Any and all feedback is very highly appreciated because I plan to continue the game after ludum dare is finished.

~AinoraZ

Another LD Challenge Complete! Breakfast in a few hours too!

Posted by (twitter: @kidando)
Sunday, April 19th, 2015 8:51 pm

smaller

Another compo checked off the list. Wow. So we finally did it. And to think I almost gave up like a million times.

Anyway, please Play and Rate Double Oh Ian.

I plan to play some of the awesome projects everyone else been working on :).

Next compo I’m using Unity. Thank you Game Maker, but it has been real!

[GIFs] The Final Hour… Literally

Posted by (twitter: @kidando)
Sunday, April 19th, 2015 7:06 pm

Cat-GunFeels-GunClock-Gun

I’m LOSING MY MIND… I’m not really that close to finishing. But take a look at the gifs. so I just had to put more than one unconventional weapon (this will haunt me for eons to come).

Cat Gun, Feels Gun and A Clock Gun. Creating the animation for the lawyer gun would have taken for ever (I mean you know how it is with lawyers :P).

Just also quickly put together something in FL Studio for music. Goodness me. there’s no time.  I’m not even tired!!! Argh!!! Ludumdare!!!!

gun_type

Double-Oh-Ian-Testing

I stepped out for a couple of hours. Guess I’m really focused, right?

anyway, I have decided on what the “unconventional weapon” will be. or weapons… :P.

Still a couple of hours left for the compo. I’m sticking to a single level. Waves… Yeah. I’ll do waves. Wish me luck. #letsDoThisIan

Unity 2D Platformer Controller Free on Github

Posted by (twitter: @cjkimberlin)
Wednesday, April 15th, 2015 10:58 am

Hey everyone!

I wanted to share the 2D Platformer Controller  I’ve been building up for awhile now. It’s a Unity3D package that you can drop in your scene to get immediate tweakable platforming mechanics for a player. It’s completely within the rules of Ludumdare and now you can spend your time implementing other mechanics instead of creating all the movement and jumping mechanics for the player.

Unity 2D Platformer Controller

The package allows your standard movement, jumping, air jumps, wall jumps, corner grabs, corner jumps, wall slides, and dashes. Every one of these features can be turned off or modified in the editor.

It’s open source and completely free. Why reinvent the wheel? Especially when you only have 48/72 hours!

 

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