Posts Tagged ‘animation’

Doppelgunner (my) Fireworks for LowPoly Daily in Twitter

Posted by (twitter: @doppelgunner)
Wednesday, July 5th, 2017 5:49 am

My entry for LowPoly Daily with the theme: Fireworks. Youtube process with fbx files (link included in the youtube video’s description).

I made the fireworks look like my logo. I found some quick tutorials in the net where I learned this keyed animation of particles. It turned out great and I am so proud of this.

DISCo for LowPoly Daily in Twitter

Posted by (twitter: @doppelgunner)
Wednesday, June 7th, 2017 11:30 am

My entry for LowPoly Daily with the theme: disco. Youtube process with fbx files (link included in the youtube video’s description).

I tried some advice and did the materials in cycles render. I am quite happy about the results but I still don’t know how to export and import emission material to unity for the disco lights. So what I did for the lights is I just added some spotlights in unity to make up for it.


They can talk too?

Posted by
Sunday, April 23rd, 2017 3:35 pm


A mystery to modern science; most entertaining for the rest of us.

There will be ducks!

Posted by
Sunday, April 23rd, 2017 7:03 am


 Nuff said.

SPACE JUNK – post LD plans

Posted by
Monday, December 26th, 2016 5:33 pm

I’ve received a lot of positive comments and feedback from Space Junk which has inspired me to polish the game and aim for release on Android, iOS and probably the desktop computer platforms as well. I need a game to see how the process works of releasing on mobile markets and this could be a good game for that I figure.

So now, post LD, I have started to fix a few things like improving performance (combining real-time shadows with lightmaps) and tightening up controls to remove lag etc. I will also be adding a lot of content to the stream of junk. Not only things to avoid, but also interactive objects:


Adding content in the junk stream is a really good way to continue to learn Blender modeling and character animation. The more I get to practice that the more I’ll be able to speed up my future LD games and hopefully the repetition will make the skills stick so I don’t have to relearn every 4 months =)

I also have to learn (and test) how to monetize games these days as well (my days of shareware 16 years ago appears not to be viable any more? hmmm… it was outdated even then come to think of it =) But I have figured out a way, I hope, that the game is fully playable from the start, for free, and then play time will gather experience points to unlock characters junk and other stuff – all doable by playing or accelerated through integrated ads or realistic (read super cheap) IAP.

If you haven’t tried Space Junk yet, it’s available here:

Thanks again for a great LD and I hope you all are having a good Christmas and that your new year will be packed with creative game development!

Stefan / Imphenzia

Been streaming work almost non-stop. Check us out over @ when we’re live!

Until then, here’s a time-lapse of the day.

Time for me to sleep. Peace.

p5.js experimentation/prep = code for all

Posted by (twitter: @avaskoog)
Friday, December 9th, 2016 4:49 pm

After using Unity for most of our more recent entries, I’m considering trying something simpler out this time, and just a few days ago I found out about a JavaScript framework called p5.js, which is basically a JS port of the Java framework Processing, in case anybody’s familiar with that. It makes it simple enough to draw things and play sounds in the browser in no time.

In order to learn how to use it and to get some fundamental stuff going (animated sprites, for example), I wrote up a few JS “classes” today. I’m still not sure whether I’ll be using p5.js at all, but in case somebody else wants to use my boilerplate stuff, feel free! c:

A glorious demo (live [warning: thunder audio at the beginning]:

View post on

Fundamental files:

Less interesting but perhaps handy…

You’ll need to tie it up yourself, but I’m sure you can figure it out. The sprite and animation classes want an object from loadImage() and the animation requires a delta time, which you can calculate easily by using millis(). Animation class in particular is a bit tricky perhaps, with a bunch of settings, so read the comments in the file.


Rude Bear Requiem

Posted by (twitter: @Phantom_Green)
Saturday, April 23rd, 2016 3:03 pm


Hey! I’m SonnyBone and I worked on Rude Bear Requiem last weekend. I was initially signed on to do the audio, but then our artist couldn’t participate as expected… so that kind of changed. I did all the music on Friday and Saturday, then I stayed up and did ALL of the art. It was less than ideal, and it resulted in a “unique” approach to art that I will cover in a more detailed post-mortem. By the end of the jam, I had been up for about 52 hours straight, resulting in hallucinations … which I think helped to turn this game into something truly memorable. We’re very proud of it, and we hope you like it!

Here’s one of the cute lil’ songs I made for the game.

If you dig what you hear, you can help me out and pre-order the extended OST here.


Rude Bear Requiem is an adventure/puzzle game about helping your forest friends by using magic to shapeshift into various useful forms. Rude Bear is normally Rude… but now he’s POLITE! So take advantage of this one time offer and dive into this totally cute, relaxing, non-threatening world!



Be sure to read the gameplay instructions on the entry page or in the ReadMe!

EXTRA HINTS: The title screen marks the beginning of the game, and the title drops down again at the end. You can still play around in the world at this point, but there are no more objectives. We can tell whether or not you played the full game based on your comments :)

Play the game here:


Posted by (twitter: @tselmek)
Saturday, April 16th, 2016 6:59 pm

EDIT: gif wouldn’t show, should be fixed.

After a lot of indecision and no cool idea coming up during the first 24 hours, there is not much to show gameplay wise but here’s a little animation to keep you waiting.

View post on

End of Day 1 – Game play mechanics and Animations

Saturday, April 16th, 2016 12:10 pm

So this is the end of day 1, I have done my core game mechanics, but most of today were spent on art, animations and graphics. Since the game is going to be a platformer, I have also done movement and jump components for the player entity.


I’ll be sleeping in an hour (mid night today, but technically tomorrow) after composing some music on beepbox, which I’ll implement in the game tomorrow after waking up at 6:30 AM. I plan to submit the game by tomorrow night, and not waiting till the submission hour.

Bird Character

Posted by
Friday, April 15th, 2016 9:59 pm

Birdperson Fly Birdperson Peck Birdperson Run
I’m not sure where I’m going with this yet but I like the character.

The game isn’t over yet!

Posted by (twitter: @blackmag_c)
Monday, December 14th, 2015 10:17 am

Something must have gone wrong!

Stay tuned for the release of Double Kick Heroes!

Meet Darrell, the British dinosaur who needs milk for his tea.

Posted by (twitter: @greeny_games)
Sunday, August 23rd, 2015 9:46 am

All weekend I’ve been dreading animating my main character, a dinosaur with a top hat and a monocle. He’s British. But I think it came out awesome! I’m no animator, so very happy with how it turned out. Look at that monocle sway!


My game is a family of Dinosaurs that have ran out of milk for their tea. Darrell, a ‘special’ dinosaur, offers to go, and he has to cause as little damage as possible. Here’s some early gameplay. Lots of particles and screen shake!



Lots left to do, and I’m taking a few hours off to watch the F1. Tonight will be quite the stretch! Best of luck to all still in. Don’t give up!!!

Graphics progress

Posted by
Saturday, August 22nd, 2015 1:05 pm

Apart from a few hiccups in the Blender animation pipeline, importing the model to Unity wasn’t a big deal.


Pretty, huh? A little bit of paint and we’ll have ourselves a nice All-Purpose-Armored-Vehicle™

Graphics first?

Posted by
Saturday, August 22nd, 2015 8:57 am

Once again the theme was one of my least favorites so I just sat down to learn some Blender magic and make 3D models.

It took me quite a few hours to figure out how to work with bones, rigging, inverse kinematics and animation, but, despite Blender’s quirks, I managed.


It’s a bit rough at the moment, but IK makes it easy to tweak and create more animations.

Gah! I need to texture it as well…. Hopefully I’ll have some time to spare for coding too.

Elem3nts post mortem

Posted by (twitter: @_Pix3M_)
Tuesday, April 21st, 2015 7:33 pm

My blood and tears, my pixellated blood and tears….

So yes, I participated in this thing, and I made a thing. Things happened. Very things. I am proud.

The good:

I accomplished my goal of making a game which has significantly heavier emphasis on my background art. I required a simple-to-code game which allows me a significantly larger time budget for art.

Map for Elem3nts

Click this image to see it more properly presented, thanks!


I pulled off a similar game jam from over two years ago in the same time, but with multiple tower modes, a functioning upgrade shop, a functioning tutorial, multiple waves, including one boss.

You can see the earlier game jam which I just the graphics for. Being from two years ago, it was clear that while I felt I was a hot-shot at pixel art, I was significantly faster. My drawing fundamentals were much stronger and I could accomplish even more amazing things in significantly less time.

An accomplishment of years gone by.

You can see this game here 

The bad:

I’m probably one of the many people who pre-plan their games before the game jam starts. I originally wanted to make a sequel to another past game jam, recycling old code and making a rogue-like hack n’ slash.

My only real dissappointment was the lack of content where I am using a game that would benefit from having alike at least five more waves for players to go through. Programming also took longer than I thought, though this could easily be myself underestimating the scope of something as simple as what I have. However, programming was actually roughly half the time I spent. The other half was on graphics.

Oh yeah, some art assets were either rushed or unfinished. If people don’t notice, I could instead consider that a job well done, when I am able to make half-finished or rushed assets which people cannot tell was rushed.

Animated sprite of the annoying adventurer

The annoying adventurer, the boss of my game.

The interesting:

Of course, being a pixel artist, I put heavy emphasis on graphics to highlight my strengths and downplay my weaknesses. I purposefully go for games that are more art-heavy and lighter on programming. Drag n’ drop programming ensues (lol, I write GML instead of drag and dropping actions, but yeah)

See this rabbit? It seems pretty clear that my major influences are Japanese-style RPG’s from the 16-bit era

Original monster design. Do not steal.

Cutting corners with palette swaps is also something I love doing, but of course. I also make superficial changes so it’s not a true palette swap too :)

Rabbit sprites

Demure, angry, insane, happy.

Bunny sprites

Faces for when they get hit hard are also fun to do.

I also have worked my ass off into learning how to draw trees. I was high on THC when I made a realization of the sheer magnitude and the sheer magnificense of copy and paste as nature does with plants. This tree is basically everything I know about a tree’s anatomy, more or less. If you look closely enough, you will also notice that I copy and pasted the leaves in several areas to save time spent on drawing this tree.

Let me tell you a story

I put my name on it so devs reconsider if they decide to “borrow” my tree for their projects. *maniacal laughter*

I’ve in general also made massive improvements on my use of color, after getting feedback that I have not been pushing my shading contrast hard enough. I’m proud of where I got after what was basically an overnight improvement when I had to completely rewrite the way I saw color. All in the name of improving on your craft.

Pillar sprite

That contrast, yo.

All in all,

I worked, improved, and I accomploshed. I basically made the game at a quality I wanted to make. As for the sequel to the past game jam that I wanted to make but had to do a TD as an alternative option, maybe I can work on that in my free time rather than waiting for a game jam.

Work harder, expand my visual library, hone my artistic fundamentals, I am totally looking for the next Ludum Dare.

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