Ludum Dare 32
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An Unconventional Weapon

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Posts Tagged ‘pixel art’

Banana Nana (NES game): postmortem

Posted by (twitter: @morphcat)
Sunday, May 3rd, 2015 11:34 am

nanatitlegp

LD32 has been an amazing experience, we set high goals for ourselves and managed to make something decently playable.

Yes, you read correctly. Banana Nana is an actual NES game. We tested it on the real console and it works perfectly. I had plenty of experience coding basic top-down adventure/RPG engines from scratch in 6502 assembly due to some experimenting last year, so I was confident I could do it. My friend Nicolas exceeded all expectations with the awesome graphics he made, though!

Nana200

Our game’s hero Nana

What went right

Preparation
The weekend before, we met to brush up our skills. Without this, we couldn’t have pulled off a game of this scope.

Twitch.tv dev stream
We were on the Ludum Dare front page for most of the time and got a substantial amount of interested people watching. That sure kept us motivated to make something great. Thank you so much, everyone!

What went wrong

Missing features
The game might be playable, but we didn’t manage to add some of the things we had in mind.
There were supposed to be three gorilla boss fights and more extensive dungeons, but all of this simply wasn’t possible within 72 hours. So we decided to keep the gorilla sprite and reduced the dungeon size to one room each where you just collect a powerup for your weapon, the Bananarang, which allows you to access new areas and advance. We also had to give up the idea of implementing a player status bar.

Gorilla Boss

Gorilla Boss

Bugs
There were also some bugs, most noticably the Bananarang wrapping around screen edges, allowing speedrunners to reach places that should not be accessible early and finishing the game in less than a minute.

Speedruns (thanks, Magmfur!):
100%
Any% (glitch abuse)

golden-banana

Bananarang Upgrade

Conclusion

Even if it was hard, it’s certainly possible to make an NES Game in 72 hours.
You can watch the development in this time lapse video.

If you like what you’re seeing, why not…

Play and rate our game Banana Nana

Hope you’ll enjoy. :)

We decided to continue working on this game after LD. I might stream future development at http://twitch.tv/morphcat
Thanks for reading

Post Compo – Stoned Scarecrow

Posted by (twitter: @gillenewnovo)
Saturday, May 2nd, 2015 7:50 am

gameplayNOVO002

Hi guys,

the game now is starting to look more challenging and exciting, I’m still finishing a music and some new sound effects to add in the next updates.

If you liked and want to stay up to date, follow me on twitter @gillenewnovo or add my website to your bookmarks gillenew.com.

Play the new version!

Rate the compo version!

Post LD32

Posted by (twitter: @gillenewnovo)
Wednesday, April 22nd, 2015 3:51 pm

promo

I’m mostly worked in the Scarecrow game, I want to improve the game to the point of becoming something solid.

So I’m adding a link where to add test versions, all feedback will be greatly appreciated :)
Test version

Entry link

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.

FateOS, a game about the information wars is booting up!

Posted by (twitter: @thommaz)
Tuesday, April 21st, 2015 11:27 am

We did it!

Posted by (twitter: @@DatamoshGames)
Monday, April 20th, 2015 10:46 pm

We are really happy to have made it, finally. It was a long weekend. Later, we are going to make a proper post-mortem post. Right now, resting and social life is important.
You can play and rate our game, “Robot Uprising!” here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=10942

robots_uprising_01

robots_uprising_03

robots_uprising_02

robots_uprising_04

Our First Ludumdare!

Posted by
Monday, April 20th, 2015 7:52 pm

This is the first Ludumdare challenge myself and my team-mates have participated in. We are all college students who live and commute together each day and we decided to take a break from our capstone project to compete. ( Shameless Plug, www.rotrgame.com ). Our Game of entry however is Bar Brawler, where you play as an aggravated drunk who has recently thrown the last chair he ever will.  We built this game entirely in the weekend and use Unity 5 as our platform (but came to find out the webGL deployment is still a bit buggy) So please enjoy our entry, Bar Brawler, in the unity web player!

Our game made use of the “Unconventional Weapon” category by making nearly every prop, including the enemies!, as weapons.

BarBrawler

Bar Brawler – Game Unity WebPlayer

 

 

Yeay! We are almost there!

Posted by (twitter: @@DatamoshGames)
Sunday, April 19th, 2015 9:19 pm

We have our main character, enemies, artwork, and most important thing of all: The weapon!

Finished – GARAGE NOISE ATTACK

Posted by
Sunday, April 19th, 2015 4:34 pm

BG-MAIN-Menu

Hellow every one! we finish the game Garage Noise Attack! we hope you enjoy.

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=51902

Main hero of …

Posted by
Saturday, April 18th, 2015 5:36 pm

 

 

Main hero of game which create in collaboration with  &  I’m recieve a lot of fun from work with my friends. A miracle that we have not killed each other. So different people, and so different feel of taste. Anyway – is a lot fun. Next pixel-art update tommorow… probably morning.

panister

 

 

Coming Soon – GARAGE NOISE ATTACK!

Posted by
Saturday, April 18th, 2015 5:09 pm

Promo-01

More Chars!!!

Posted by
Saturday, April 18th, 2015 10:50 am

Meet the enemys of the Noise! ^^

CHARS2Uruca

Mixed Martial Arts

Posted by
Saturday, April 18th, 2015 6:51 am

Concept I did inspired by the theme. You play as a ballerina, chef, poet, etc. Each fighter has unique abilities and strange weapons.

Hint: The ballerina can use her pointy (and deadly) shoes :).
Sadly, I’m unable to convert (at least try…) this into a game, I need to work this weekend 😐

concept-small

First concepts

Posted by
Saturday, April 18th, 2015 6:32 am

Working hard!

LUDUM1

Come at me bro! (Some progress with “Jungle Night”)

Posted by (twitter: @BitOfGold)
Sunday, December 7th, 2014 10:18 am

jungle night

 

Some progress with my twin-stick one screen shooter:

– NES palette
– roughly NES resolution, upscaling with scanlines and vignetting.

Soo little time left :(

Entire entire game in one screen

Posted by (twitter: @ccontinisio)
Sunday, December 7th, 2014 8:49 am

Hey everyone! It’s my first Ludum Dare (thought not my first jam at all…) and it’s proving to be hard, and a bit lonely… that’s why I’m posting to get some human interaction :)

 

I’m taking the theme quite literally, and I’m

putting the entire game on one screen, including title screen, score, credits, pause menu, etc. (not everything is in there yet!) It’s just a small little shooter for now, let’s see how it evolves in these last critical hours!

And yes, the pixel style is inspired by Vlambeer! Though I ditched the initial placeholder character (too similar the the base SCB guy) in favour of a more anonymous robot! No time for concept art, arghhh!!

Yours,

Ciro
@ccontinisio

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