Posts Tagged ‘alien’

We’ve Submitted!

Sunday, April 17th, 2016 4:30 pm

Hey everyone, we’ve submitted our game!

Mutant Chicken Death Jam

It’s been really fun working on this game, I haven’t done anything quite like this before (the jam).

Luckily I had friends to help with art (@rohan_narang15), and music (@Darth_Davroth).

If you enjoy twin-stick shooters, aliens gushing toxic ooze, giant fire breathing chickens, and dance parties, hurry on up and play! 😀

Early Release For Community Testing

Sunday, April 17th, 2016 10:48 am

Please could you guys play/test our game, Mutant Chicken Death Jam?

http://gamejolt.com/games/mutant-chicken-death-jam/140892

Dance Party Mutant Chicken Style

MUTANT CHICKEN!

Saturday, April 16th, 2016 7:58 pm

Finally, you can witness the beauty of the chicken shape shifting… into a mutant chicken that burps fireballs!

Shape Shifting Mutant Chicken

We’re Getting Closer!

Saturday, April 16th, 2016 5:41 pm

We are getting close to the polishing phase. So far we have player death, combat, alien spawning, etc. All that’s really left is one more alien, the “shape shifting” mechanic where you step in toxic space ooze and mutate into a giant fire breathing chicken!! Oh, and the menu and stuff, but eh 😉

Early gameplay: Mutant Chicken Death Jam

Early Gameplay

Saturday, April 16th, 2016 6:35 am

Here’s some early gameplay footage! We have plans for the “shape shifting”, so hold on to your butts! 😀

Mutant Chicken Death Jam Early Gameplay Footage

 

Mutant Chicken Death Jam!

Saturday, April 16th, 2016 3:44 am

We’re making progress on our game!

The basic idea is that you’re a chicken in space, fighting off aliens with a fart (ray) gun. If you come into contact with some toxic space goo, you mutate (shape shift) into a giant fireball spitting chicken!

Here’s a screenshot of some early gameplay:

Mutant Chicken Death Jam Early Gameplay Screenshot

We’re Participating!

Tuesday, April 12th, 2016 7:42 pm

Hey!

We’re Norseware (Twitter), a small non-profit game development company. We’re fairly new, and are working on our first-to-be-released title. We thought that participating in Ludum Dare 35 would be a nice break from our current project, let’s hope so!

So far we have a programmer (me), and an artist (Rohan Narang). If you are great with sound, and/or music, let us know, we’d love to build our team!

As far as tools go, we’ll be using Unity/C# with some plugins we’ve designed to make things easier, like sprite tiling, WAV editing, etc. As far as actual game code, everything will be from scratch.

I’m not sure what Rohan will be using for art, but I’m guessing GIMP. If we can’t find a sound tech, I’ll be using SFXR/BFXR and Audacity for the sound, and music.

Best of luck to you all, we’re really excited!!

Enemy animation progress

Posted by
Saturday, December 12th, 2015 6:59 pm

Enemy Animation

Ubix’s Undersized Breakout

Posted by
Monday, August 24th, 2015 8:51 pm

Cutscene_1_romank

Cutscene_2_romank_Color

 

Desktop Version Download:

https://drive.google.com/file/d/0Bzpe2sCBaL5pellWM3BianBueE0/view?usp=sharing

 

Web version:

http://guidoarnone.github.io/ludum-dare-33

 

Move with arrow keys and transform into an object with Q to hide from the enemy.

 

Credits:

3D Modelling: Agustin Lanus – Gabriel Krauzs – Teo Kohan – Agostina Falcone – Rosina Ivanna Merola Molinaro – Roman Kierzenbaum – Andrea Vargas – Franz Ridder – Ricardo Ziccarelli

 

Level Design: Teo Kohan – Agustin Lanus – Ines Naiberger

 

Character Design: Franz Ridder – Lucio Lucius – Gustavo Otero

 

Rigging and Animation: Pablo Fernandez – Gustavo Otero – Luciano Guerra

 

Texturing: Rosina Ivanna Merola Molinaro – Teo Kohan – Flor Castellan

 

Concept Art: Roman Kierzenbaum – Flor Castellan – Mely Val

 

Programming: Guido Arnone – Teo Kohan

 

Team Management: Agustin Lanus – Agostina Falcone

 

Sound: Pablo Fernandez

Undercowver

Posted by (twitter: @_pixelstuff)
Monday, August 24th, 2015 8:07 pm

titre

 

Play and rate our game here

Plot

You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!

 

50054-shot0-1440535412menu_background

What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)

lien_twitter

 

Hidden Invaders for LD 33 Jam is now UP!

Posted by (twitter: @DimensionalEye)
Monday, August 24th, 2015 7:32 pm

Here is the link to my group’s LD 33 Jam.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56480

BombardeAlien! Tired of shoting at enemies to kill them? How about shotting aliens to make them fall off your spaceship to a big star under you? Doesn’t it sound exciting? 😛 This is my game for the compo.

There were many things I wanted to put in it that I couldn’t (went out for several hours…), but it is indeed playable, and not only that, it’s hard! Even it’s not that long, I coundn’t beat it yet, it ended up harder than it would be if I had more time… But, come on, together we can beat it! 😀

BombardeAlien Title screen

I had an idea (good, I think) for a music, but time didn’t let me make it.

It was made in Game Maker 6.1 (only for Windows, therefore).

The graphics, in MS Paint and Game Maker’s built-in image editor (it has some nice functions). Oh, sure, and with a graphics tablet. 😉 And with paper and pencil before that…

So, let’s play! Let the aliens come, let the aliens fall. :)

Halfway there!

Posted by (twitter: @YWainczak)
Saturday, August 23rd, 2014 9:41 pm

Ok, I was about to hit the sack when I remembered that I should post here! I just want to share what I’ve done so far and this is a great place to do it. Ok, so my game is about a evil king dude (Story subject to change ;P) who chains planets together (chain not implemented yet) and makes their inhabitants fight to the death (death not implemented yet.) using large objects and gravity as their weapons. Don’t ask me where that idea came from, because I have no idea.

 

I tried out a new art style

I tried out a new art style! I think I like it!

As you can see, players will be trying to kill each other by throwing crates at each other. The game will be kinda like Towerfall in which 1 hit kills you and the game consists of multiple switching maps. Overall, I’m happy with where I am and I see myself as past the halfway mark. All I need to do is finish a few sprites, make a title and a few maps, implement death and a scoring system, and make sound effects and music. The only problem I foresee is making the music for this game. (I’m 100% not a musician and I suck at everything music.) Anyway, that’s really it.

Good Luck!

~Yukon W.

Burning Fridges post mortem

Posted by (twitter: @FoumartGames)
Thursday, December 26th, 2013 9:36 am

Hello all fellow devs and happy holidays!

I’m writting my first post-mortem, let’s hope I’ll not get only this one ahead :)

This is my third submission in Ludum Dare, and the game is somewhat connected with my first LD26 game Atrakt. Both using sliding puzzle mechanics and both telling story about the hostile alien race Litoxydes. (see image below)

Example of richening an solid color vector animation with a few filters

Litoxyde. (example of richening a solid color vector animation with a few filters)

What went right:

Game Concept: As always I didn’t struggled with a game concept much and in one hour had the basics laid on paper, even the title (that i’m not quite proud of) was figured out.

Theme: I had some doubts about the theme implementation, moreover I tried to incorporate two themes at the same time. There was a Flash Game License competition in parallel to Ludum Dare with theme “Freezing”. So I decided to go Sci-Fi and use the cold space and the ultimate urgency needed in a spacecraft disaster to implement both themes. In my oppinion I used the theme well, as the player have only one chance to survive each stage, but it was not so obvious to others.

(Next time I’ll name my submission by taking the theme string + some potatoe appending and voila : “You only get one … “, just kidding : )

Engine: I assembled a tiled display engine pretty fast and created almost all the tiles.  At the end of the first day I had a moving character and an animated enemy.

Enemy AI: Not that it went so right, but at least without much efforts, there was alot of randomness in the early builts thought.

Presentation: Even in the current advanced post-compo version I’m still holding the ALERT screen and the spaceship that I drew for less that a minute with my mouse : D In the post-compo timeframe I decided to backup my storytelling with some 3d renders exported with swift3d but at the end left that screen intact. The spaceship renders became fairly good, with a ship composed of just one duplicated and stretched in different ways object – I leaved that for the level complete screen, but that’s not something that went right haha:) Anyway here is a full rotation gif for you:

ship_small

360 rotation of the infiltrated spaceship

What went the other direction:

Prototype: Being proficient in design/graphics aspect is a double edged sword. And it was difficult for me to postpone the art stuff for after the creation of the fully working prototype. So, instead of using some placeholder squares and figuring out the more important things of the gameplay in time, I spent too much efforts on the graphics the first day, which led to derailed rush at the end and not a complete game after all.

Level Design: started to think of levels too late and didn’t managed to create something interesting in time. My submission game is reeking of “this is just a demo with placeholder levels” notes.

Intuitiveness: The game is well handled by fans of Sokoban, but I observed that players which ware not familiar with Sokoban mechanics ware struggling to understand the objective. And obviously I failed to explain the game goal well enought. Will have to think of a better way for the tutorial.

Sound: Althought prepared a sound library prior to beginning I ran out of time even for the jam deadline to add sounds. I ended up using previously created sounds (from the Atrakt game) that I added just in the latest built (v0.6)  But as I hear it now the sound became harsh in general. PS also in the latest built I added an awesome sci-fi-electro track called Shapeshifter by Clearside (CREDITS), to backup the atmosphere of the game.

Score System: Besides being still incomplete with 8 levels from 12 previsional, the game is lacking a proper level complete screen and a leaderboard. The player is not aware of how well he is doing.

Community: This post-mortem is my first community impact in this edition of Ludum Dare. I definitely need to expand in this section and will have to define some time to spend for that next compo. I’ll try either joining forces with others or trying a simpler game in the upcoming competition.

And what is hurting your eyes now?

Burning Fridges Icon

Icon including one minute art

A Burning Fridges game link ofcourse : ) I hope you enjoy my game : ) See you in April : )

Atrakt 4096 – Progress update

Posted by (twitter: @FoumartGames)
Sunday, April 28th, 2013 10:00 am

Atrakt 4096 alpha – Progress update before the last run (~32h)
Significant additions to the gameplay, i’m getting more and more confident – my stuff is getting playable already. The game needs sounds, level complete screen, AI tweaking, pathfinding and score system. I’ll try to add at least sound and an additional level or two more in the remaining couple of hours. Check the progress here.

screenshot_20130428_gameplay

Atrakt 4096 alpha

Posted by (twitter: @FoumartGames)
Saturday, April 27th, 2013 10:46 am

I’ve been quiet so far because I allready had the bad experience in the passed 24th LD to state something at the beginning and then fail…(this may happen again who knows:D) ..anyway this time i think I’ll manage to create something playable in the compo timeframe. That’s because I stepped on a hard ground extending my Attract 4kb engine. It’s true that the 4kb restriction kept my enthusiasm on developping that engine (its hardly acceptable as game) and that’s my main connection to the theme Minimalism – I’m forcing myself to keep the game in the same simple manner, while adding new features and functionalities.. What’s been done so far: a title page and some ui, created a base for the enemy and some specific abilities for the units, like EMP shockwave :p.. I’ll update my progress here.

screenshot_20130427_ld

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