Posts Tagged ‘graphics’
Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!
The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.
“De Yuang” Anne Wijning – Programmer
Jere “Turtana” Jalonen – 3D modeller
I woke up an hour after the compo started, and spent the first hour thinking of possible interpretations of the theme. I ended up with an oilrig game – won’t tell more than that yet. ^_^
Here’s some work-in-progress of the oil rig:
… and let’s not forget nutrition, people! A pear-apple-banana smoothie!
So instead of doing something playable, I just went with more graphics and “finished” the main menu, the vertical lobby and the horizontal lobby. Since it’s an open area but you only walk in one axis, the “indoor” parts will be more narrow.
Probably changing the crystal in the menu with something similar to a flower, since the “bridges” endend up looking like petals.
I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.
Anyways, I plan to use the following tools:
- GitHub (Source Control, my first ever solo project to use source control :O)
- HaxeFlixel (Game Libraries)
- Paint.Net (Graphics)
- Tiled (Possible Level Design)
- iNudge (Possible music)
- Bfxr (Sound Effects)
My plans/advice so far for the jam, based on last Ludum Dare:
- Plan well.
- Constantly show your progress.
- Graphics and Music are just as important as the game itself.
- Know how and where you will distribute your game.
- Everyone likes Time Lapse vids
- Follow the 621 (Sleep, Food and Clean Yourself :P)
Everyone have a good Ludum Dare!
Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.
I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)
Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.
Wanna play my game? You can look for it here, or download the game.
Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.
So here is my ratings
I’m very pleased with it, I knew what was my weakness so I’m not surprised. Last (and first) time I entered an LD, the 23rd, I was 26th on Graphics, and even if I really think to have done a better job this time, the competition was really stronger. So congratulation everyone ! I’m ready to do the next one and try do be better.
Never played it ? Here it is : http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=10985
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution:
In past Ludum Dares I had a tendency to over complicate my projects with wanting graphics and animation that is more detailed than I can realistically achieve in the allotted time. Therefore, I am going super simple this time. In this screen shot there is the player, a collectible, and some walls. There are still some hazards and enemies for me to make, but with this simple style it shouldn’t take long.
[Cross-posted from Omiya Games]
First, I wanted to congratulate everyone who have participated in this Ludum Dare contest! Great job!
Although I may have stepped out before the contest ended, I figured I’d talk about how I got the graphics on The Sentient Cube. It was surprisingly quick and simple, although it required a lot of tweaking to get it right. In this step-by-step instructions, I explain how I’ve used Unity’s installed scripts to create a stunning toon shading.
Note: this only works with Unity Pro license.
Step 1: Import stuff
In the menu bar, under Assets -> Import Package, you’ll need to import the Image Effects and the Toon Shading.
Step 2: Camera, Lights, Action
Create a cube, camera, and directional light for the scene you’re working on.
Step 3: Toon material
Create a material under the Project pane, with the shader set to “Toon/Lighted,” and the Toon Ramp set to a 1-dimensional image. In this case, I created a custom ramp.
Step 4: Test material
Drag-and-drop the new material from the Project pane to the cube in the Scene pane.
Step 5: Camera effects
Add the “Edge Detect Effect” and the “Contrast Stretch Effect” components in that order to the camera. The screenshot above was the parameters I’ve used.
Step 5: Add real-time shadows
Change the “Shadow Type” under the directional light to “Hard Shadows.” The screenshot above were the parameters I’ve used.
Just add a few more elements with their own materials, and Voilà!
You can download and import the Unity package I’ve created with the same scene above.
After so much villainy last weekend, I need to redeem myself, by rating games and talking about them here!
This time, I decided to highlight the 5 most gorgeous games that I’ve played out of the 40 or so that I have rated so far. These games will make your eyes hungry Go play them!
Without further ado:
Cake and Code keep their tradition of producing stunningly beautiful game. A lot of care is taken in the design of the visual and auditive elements of their games, and it shows.
- The Other Side;
Vrld’s game consists of three “reverse arcade”: space invaders, pacman and canabalt. He manages to create a consistent and attractive visual identity for the three very different games. I don’t quite agree with his gameplay choices, but there is no denying the graphic quality.
- Twisted Neighbourhood
Klakwa built a very different “game”. A tornado simulator, you control a tornado and has to destroy the neighborhood. The movement of the tornado, and of the trees and houses as you get stronger and stronger, is really awe-inspiring.
Tyranoforce, by blob, is a reverse shoot them up. The game lacks a lot of “quality-of-life” things, such as music and resetting. But the spritework is phenomenal! It is retro, while having its own personality. And the dinosaur in the controls is awesome.
- The Hill
Strkl made, literally, a work of art. Some gameplay was sacrificed to deliver a very touching story, using this wonderful artwork. Although I love the ludus, I think this approach worked very well here. The faces of the sprites are very expressive, and tell the entire story without the need of text.
Thanks for reading! If you liked these reviews, make sure to read my previous one. Also, feel free to plug your games in the comments!
So, last night I napped, woke up, drew a bunch of stuff, and began working on the GUI for the game. Now I have awoken for a second time, ready to finish the GUI and finally put some gameplay into this game.
Here’s the checklist so far:
Things that are done:
-Creature Data Structures
Things that need to be done:
-GUI Interaction (the sprites are there, just no buttons)
-Creature Commands and AI Commands
This list doesn’t include all the boring backend stuff that is either done or not done yet. It’s just the highlights.
Screenshot with the new graphics. I nixed the fish that were placeholders in my last screenshot, at least: