Posts Tagged ‘pixel’

denudation

Posted by (twitter: @zillix)
Wednesday, April 30th, 2014 5:42 pm

play denudation

intro1

each Ludum Dare event, I challenge myself to try something that I’ve never done before.

this time, I wanted to make a game using a physics engine, feature a multi-stage boss battle, and focus on fun gameplay.

this turned out to be far trickier than I expected and I though I ended up having to do a ton of math (and getting very little sleep!), I am incredibly satisfied with the results.

imageedit_3_5207463152

 

I used the nape physics library for actionscript, and used the figure app to generate the music.

 I went with an even lower-res art style than usual this time. I felt like it would be something fun and new to try, and it fit well with the game mechanics.

I had a blast making this game, and I learned many new skills that I’m excited to use in future Ludum Dare events!

I’m in/My game so far…

Posted by (twitter: @SixtenKastalje)
Saturday, April 26th, 2014 7:21 pm

So i haven’t made an “I’m in” post yet, so yeah… I’M IN!

I have have now worked for a bit over 12 hours on my game. right now it’s just some kind of place blocks/destroy blocks game, but I’ll make it so that you can mine things, and add resources as well.

Tools I use:

– Main program: Game Maker: Studio

– Graphics: Photoshop

– Sounds: sfxr/bfxr

– Nice tile program: GoTile

and perhaps some other stuff too…

 

So here’s a few screenshots:

LD29 SK16Games screenshot

Just used some online gif converter with watermark :P whatever!

Just used some online gif converter with watermark 😛 whatever!

The first Screenshot

Friday, April 25th, 2014 7:43 pm

screen1

Pixel-Style Mining Game.. in development 😀

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am

http://mattarod.com/labyrinth-of-keys/

start

 

Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.

 

 

Bermuda – entry for LD #28 “You Only Get One”

Posted by
Monday, December 16th, 2013 12:27 pm

Screenshot1

PLAY IT!

Greetings gamers, this is Andy Etter typing.

I’ve just submitted our entry for this month’s compo. Personally, this is my first game jam. I was roped into Ludum Dare by our programmer, Dan Hayes. We were counting on the theme being ‘Corruption’, as we had a few nifty ideas for such a game, but the will of the voters fancied something a bit more defined. We had some nice ideas for ‘You only get one’ as well, including a tower-defence sidescroller where you only have a single throwing javelin to defend yourself against monsters, but we were all in favor of an action puzzler, where several people had jumped out of a plane and only had one parachute between them.

After a bit of development, we eventually decided on more of a time-travel thriller, where one of the passengers onboard the plane is a time-assassin (of course!) and you have to give a duff parachute to the culprit. You were originally going to do this by cross-examining the passengers, looking at their passport details and trying to wade through their screams and cries for mercy as they plummet towards the unforgiving ground. This would create a sort of Papers Please style gameplay, where the only time limit is how long it takes for the passengers to fall to their deaths.

The victory conditions were to be that, if the player guessed the assassin correctly, they would be rewarded with a cutscene of the future killer being erased from time, and the plane sailing off into the Bermuda sunset, blissfully unaware that they would have had to plea for their lives in an alternate reality.

There’s a lot more we would have liked to add to this game, including some more animations to the characters, a more obvious ground-rush-up effect and more actual gameplay in terms of the cross-examinations and character development. But that’s the nature of Ludum Dare I guess! 😉

All in all, I had a lot of fun doing the art for this game and I will definitely be entering the next compo. I learned a lot and I hope you enjoy our game!

Have fun!

aaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaa~

Fall

It’s getting there

Posted by
Sunday, December 15th, 2013 9:24 pm

After adding the parts to flip the tiles it was still kind of crazy so I had to go through and clean things up, make some things work how I didn’t intend and make it so there could be more empty space. It’s much better, but there is still a decent amount that needs to get done.

The right side I have to deal with and I’m thinking I may need for it to fix up certain areas automatically because as is, the logic can’t fix all the problems due to it not knowing what the next piece will be.  I may have it look ahead one space to choose the best piece, but that’s still a lot of work.

YouOnlyGetOne3

Level Generator

Posted by
Sunday, December 15th, 2013 4:32 pm

So I started the compo very late and I won’t be able to finish in time, but might for the jam.

Anyway since I haven’t made a post yet, I should explain.

My idea was to make a climing game where you only get one life and chance, meaning if you die you can’t play the game again, you know like real life, basically because I’m an ass (unless you delete the hidden file, then you can play again, but you lose your score).  Well I decided on 2D and for it to be pixel art, haven’t done either before, main mechanics were pretty easy to manage, but the biggest thing has been making the level randomly generate, which I’ve also never done before.  Let’s just say it’s taken a while to do that and partway through I realized I needed another piece.  The art is actually pretty easy, though I’m not much of an artist, used the program Pyxel.

I’ve been working in Unity, as that’s what I’m used to, pretty easy for 2D games from what I can tell, was easiest to program my own controller for it instead of using anything built in.

As you can see in the image, it looks like crap, that’s because I haven’t added anything to flip the pieces, which is used to determine what to place, based on what’s below and to the left and if the one to the left is facing left or right.  Once I get that, a lot of issues should clear up.  I’ll also need to shrink the character, and make art for that.

YouOnlyGetOne2

My bitmap/pixel fonts

Posted by (twitter: @Martze)
Friday, December 13th, 2013 11:37 am

The rules require me to release these before the competition if I wish to use them. They aren’t great, but they’re decent for a pixel-based game.

http://fontstruct.com/fontstructions/show/bitrod_regular

http://fontstruct.com/fontstructions/show/bitrod_condensed

http://fontstruct.com/fontstructions/show/bitrod_mono

Time Surge!

Posted by (twitter: @Dahold)
Tuesday, August 27th, 2013 3:23 pm

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!


Credits:
Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!

Anyone have advice for pixel art, I need some fast. :(

Posted by (twitter: @gamepopper)
Sunday, August 25th, 2013 7:24 am

Enough said.

Already distracted…

Posted by (twitter: @royvanrijn)
Thursday, August 22nd, 2013 4:02 pm

This is how my Ludum Dare always goes:

  • Hey! There is a new LD coming!
  • I’m in!, hell yeah, I love it!
  • I should get my tooling and language selected and ready…
  • Using a game engine/tool/library feels like cheating, I should write my own!!
  • Dammit, one day before the competition and I’m 50% done with my own framework!
  • Yes! My framework is done, do I still have time for a game? No, it is 2015 by now.

But … it is entertaining, educational and most importantly: FUN!

This time I’m building a JavaScript point and click adventure game engine, like my favourite games from the past (Day of the Tentacle, Monkey Island, Leisure Suit Larry‎, Cursed Monkey Testicle), wish me luck,

Here is a random kitten (have to practice drawing too):

kittah

QUESTION: Can anybody recommend a good pixel-based drawing tool? I’ve seen Pyxel and Pickle, any other suggestions?

SINGLEHANDEDLY – the remake.

Posted by
Wednesday, June 19th, 2013 10:52 pm

I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.

Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.

Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.

Also, I figured out how purple works.

This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:

You won’t remember this guy, though:

These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.

Pixel Ninja – My Results

Posted by
Wednesday, May 22nd, 2013 1:28 pm

Hey everybody,

I am not a man of much words, so I’ll just start with my Ludum Dare results:

 

Coolness 72%
#133 Theme(Jam) 3.67
#199 Fun(Jam) 3.08
#234 Humor(Jam) 2.29
#358 Audio(Jam) 2.49
#359 Overall(Jam) 2.90
#370 Graphics(Jam) 2.85
#405 Mood(Jam) 2.53
#468 Innovation(Jam) 2.27

That’s how I did. In my first Ludum Dare ever, the 26th. Pretty nice, huh?

 

First, I’d like to thank everybody who rated my game, so:

Thank you, karsyf, nintendoeats, danielcmessias, gizmo, Jesper Oskarsson, Jellycakes, SuperlevelSebastian, myachin, Felix20, qdowngames, sekaru, FREEZX, Xanjos, acro, HelkeGames and hgouveia. You guys gave me nice feedback!

 

Let’s get back to the table. I was really lucky to see my entry on the 359th place(Jam, Overall). “Theme” also was one of the two things I was aiming for. The other one was “Fun”. And that worked! Sure, graphics were also important to me, but nevermind :). The next thing is “Innovation”. Well, that didn’t worked. But I expected this. I made a Fruit Ninja clone. Yeah right, the game everybody played at least once, but this was important for the “Humor”, I guess. “Audio” has never been my strength. It is my weakness, but luckily, we got SFXR and the Randomize button. What an awesome tool!

 

So, actually thats it. My first Ludum Dare entry, wich was definetly not my last, was really fun to make. I got much feedback, wich made me happy, and I made (some) people (hopefully) happy by giving them my game.

My goal for the Ludum Dare was (sure, make a high ranking, but more important) making people happy. Maybe so happy, they download my game, play it, enjoy it and show it their friends. That would be one of the most awesome things for me. (That, and have someone to write something about my game somewhere on the internet.) And, sure, getting more experience in coding, blah blah blah ;).

 

Thank you all really much. Hope you had as much fun as I had and, see you next time!

Also, congrats to the winners “timtipgames” and “claw”! I love your games!

Nothing Is Impossible – Afterthoughts

Posted by (twitter: @zekyonD)
Monday, April 29th, 2013 1:43 pm

ScreenShot2

Play Here

Well, we are going to start from the beginning. I had high hopes about the theme would be Parallel Worlds so I started to do an idea about a game with this theme in my head.

The day 26 came and the final theme was Minimalism. The first thing I did was curse to the people who had voted that theme. The second thing was start to think how can I innovate and at the same time create a minimalism game, but the ideas weren’t coming to my, and magically I remembered my first idea for the Parallel Worlds theme. This idea consisted in a split-screen with two characters who would interact between they. You would have to get the objects in the ground and go changing of screen for kill enemies who only could be killed by one of the character (ok, this sounded better in my head).

So I made this concept more minimalist. The game would have split-screen and two character running forward, each screen would represent the black or the white and this would create a contrast between the characters and the background.

Then, when I had this in my project of Unity, I added blocks who kill you when you touch him. Although this look like a simple thing but this was one of my hardest challenges in the develop of this game, all because Unity not detected any collider. After two hours and almost come to despair I decided restart my computer, and YEAH! THIS SOLVED THE PROBLEM, FUCK U UNITY!, were my words.

Well, the colliders works good, the characters run forward and when they touch a block they die. And has not spent even one day, this is amazing!.

Is time to level design!

The level design was very frustrating, to each block that I put I needed complete the level until that point, and this isn’t easy, seriously, I wanted to hit something!. It took me a lot of hours.

Ok, the day had not finished and I still had time to do the menus. I made it and finally came the time to sleep after 22 hours of work without rest.

The game was complete and I still had one day more to polish it.

The second day was a relaxing day. I did the music and fix a lot of bugs. I still had more of half day more so I started thinking in what could I add to make the game experience more satisfactory, the first thing I saw was that the graphics were very very simples, I knowed that the theme was minimalism but… I love the pixels and my game had to have pixels!, so I set to worked. I did a wall of bricks and some windows and the game now looked like an ancient castle. The problem of it was that the game was now more hard. But fuck, I really loved how the game looked!, so I add a “button” for choose if you want play with textures or without them.

Finally I publish the game when still missing about five hour to finish the compo.

And this is basically how I did feel while I was develop this game for my first ludum dare.

PD: Sorry for my bad english, I’m not a native

First Post: Hope to make it in this world!

Posted by (twitter: @L4xord)
Tuesday, July 17th, 2012 4:48 am

Hi all,

I discovered LD48 9-12 months ago. I’ve always been interested in programming, and I now how some experience in it.

My current goal is to be proficient in Java (maybe fluent, if possible) by LD25, about hopefully make something which I can submit to it. I also want to improve on my pixel art.\

Anyway my next post will probably be between now and LD25. Maybe in September-October to report on my Java progress and then just before LD25 if all goes well.

Micro world: Toolbox

Posted by
Wednesday, May 2nd, 2012 11:25 pm

Ludum Dare is a great place to know more tools for game development, so I’d like to share the tools I used to make Micro World.

 

Programming:

Flixel – Open source game-making library for ActionScript 3.

 

FlashDevelop – Open source code editor. Supports ActionScript (2 and 3) and haXe .

 

Graphics:

GraphicsGale – Animation graphic editor. Good for pixel art.

 

Music:

Guitar Pro. Tabulature editor software. I used it to write the song and export it to MIDI.

GXSCC – Automatically converts a MIDI to 8-bit chiptune. Just drag and drop your MIDI to this window, then click Authoring to export it.

 

 

Sound:

Bfxr – Generates manipulable sound effects with 8-bit style.

 

Free Audio Converter – I used it to convert WAV to MP3.

 

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