Posts Tagged ‘pixelart’

OST of Double Kick Heroes available on bandcamp!

Posted by (twitter: @blackmag_c)
Tuesday, December 22nd, 2015 11:29 am

You can listen to the original soundtrack of Double Kick Heroes on bandcamp right now!
Made by @elmobo during the 72 hours of the Ludum Dare 34!

doubleKickHeroes_coverOST

Enjoy!

If you want, you can play and rate the game here :

Double Kick Heroes

Don’t forget to watch the making of, 72h reduced to 4 min :
Timelapse of Double Kick Heroes

You can read the post mortem of the ldjam here :
Post Mortem of the dead

Thanks all!

Timelapse of Double Kick Heroes!

Posted by (twitter: @blackmag_c)
Monday, December 21st, 2015 10:21 am

Hey guys!
We made a timelapse of Gyhyom’s work during the jam!
You can view the whole process of doing the art of Double Kick Heroes on youtube.

Software used to made the game, Photoshop, Aseprite and Texture Packer.
Chronolapse and After Effect for the timelapse.
Enjoy!

If you want, you can play and rate the game here :
Double Kick Heroes

You can read the post mortem of the ldjam here :
Post Mortem of the dead

Double Kick Heroes : Diet Post Mortem Version

Posted by (twitter: @blackmag_c)
Friday, December 18th, 2015 9:04 am

cover_itchio

TL;DR

What Went Wrong

Making a rock band game in 3 days IS hard.

Making a rock band game + a shooter  in 3 days IS harder.

Sometime you have to sacrifice gameplay finess to fun.

There are still big gameplay and cognitive issues.

What Went Right

The result is true to what we had in mind.

We had a lot of fun.

We learned a lot.

At last, we made a game with Black Metal.

Conclusion

It was an awesome Ludum for us, we had many issues with the whole complexity of the game, in technics or sound recording, the game was demanding on resource and people. We were really motivated to make something special and we hope it shows. We tried to pay hommage to things we loved. We tried to inject passion, references and subgenres.

We enjoyed making this game, it wat a lot of fun, heaps of disagreements and tons of pleasure designing that little torture machine.

Annnd we could not resume this 3 days in a short form…

 

For people who want to know more (too much more ?), we made a very extended version… Double Kick Heroes Post Mortem : Saturated Fat Version. Leave us your comments or questions in the gdoc if you want.

If you haven’t checked the game yet, you can play and rate Double Kick Heroes right here!

Thank you very much and see you soon!

avatarsLudum

Elmobo – Blackmagic – Gyhyom

 

Dungeon crawler making of

Wednesday, December 16th, 2015 7:08 pm

13139-shot0-1450170155

Hi all!

Here’s a post-mortem for Lands of TSR Lore , my tiny dungeon crawler made from scratch!

This was my 10th Ludum Dare and I thought I’d treat myself.

Early on I realized I will have no fun if I follow the theme, my ideas weren’t exceptional. What I thought was a fun idea about growth was, in fact, just an idea about leveling up in an rpg. Nothing better was coming, and since my internet connection chose that time to abandon me for 6 hours (yes, thank you internet gods), I felt less and less inspired.

Instead of despairing and spoiling all the fun for myself, like I usually do, I decided I’d just make a tiny rpg thingy. An old-school 2D (2.5D?) dungeon crawler, like Eye of the Beholder, Lands of Lore, Wizardry, Etrian Odyssey, the sort of games that felt magical to me, because the potential was there for a 3D world made of carefully pixeled pixelart. The closest pixelart can get to being immersive, without actual 3D transformations like wolfenstein (which kind of spoils it for me).

So, what went well?
First of all, a TON of code. I spent a ton more time coding than any other LD. I also spent a ton more time coding than I did content creation, which is refreshing because I’m always self-conscious that my art is better than my code is. Here’s all my “event groups” (it’s how Construct 2 allows you to organize code).

code1

Each of those groups contains 3-4 dozen events. And not just if/then statements and quick solutions, I had to think hard about the algorithm that renders this:
this

 

into *this*:this2
Here’s the code by the way:
code2

After a lot of headscratching, trigonometry saved the day: I made code that can read a bunch of 2d tile positions in the 4 cardinal directions at once, instead of having to input each separately. This code reduction is important, because tiles, monsters and objects (and later on, decorations) are going to be using the same function. Making changes is certainly easier the less code I have.
The basic idea was: the sine and cosine of 0,90,180 and 270 degrees have this useful property of having values of -1,0,1. So why not incorporate the code for checking for North/South and East/West in the same line, but multiply each half with either sin() or cos(), half the line is multiplied by 0, and the other half remains.

field-of-visionThe inventory: I started this on a whim near the end, so you could pick up those shields.

Naturally I fumbled with the visualization code for the inventory and didn’t want to waste more time on it. Therefore all the shields you pick up just crumble to dust. I’m sorry ^-^’ The crumbly ancient shield graphic is from Eye of the Beholder by the way, I thought it was funny, since it’s a 24 year old game. I certainly feel old for having played it when it came out 😀

I made a wall set by using a 1-point perspective set of lines, and decided I wanted some extra bits sticking out in corners, for the thing to look more 3-dimensional (ergo the pillars in the front row)

full wallset template
I also thought how cool it would be to have the dungeon sort of smoothly transition from one tile to another, like Land of Lore first did. I probably used the same trick as they did, I used r0j0hound’s html5 canvas plugin for Construct, which allows me to take a screenshot and then manipulate it (scale it up) over the course of 3 frames, while also repositioning it to keep the horizon line level. This,  along with mirroring the floor and wall graphics with each step (still a little buggy) gives a very solid illusion of moving forward, comparable to even recent AAA titles (Etrian Odyssey).

The whole game window is 192×108 pixels, smaller than SNES resolution, the height is smaller than even gameboy resolution. It’s the only way to get away with pixelart that looks good and polished.

inventory
dagger

Tiny screen size means it’s not overkill to have 11 frames of attack animation. It’s basically a 50×50 sprite, quite reasonable for platformers and such, and absolutely screen-filling at this size 😀
slime slime

I like the dungeon music I wrote, inspired by Wizardry and Westwood studios’ brilliant Adlib music, using a Yamaha chip emulator called JuceOPLVSTi

Dungeon Music

More things that went right:

  • I enjoyed  myself! I’m going through a very rough personal time, with more stress than I’ve ever had, and yet on Saturday morning I was singing MISTER I’LL MAKE A MAN OUT OF YOUUUUUU from Mulan at the top of my lungs with a smile on my face.
  • I felt alternately worthless and god-like while coming up with solutions to  math problems
  • a lot of code (under the hood) makes this a lot more complex and a lot more expandable than it looks. For example weapon slots are properly coded and will be fully functional once I make a proper inventory. Weapons have d20 stats, chance to hit is calculated based on Armor Class, strength bonuses apply, etc. It’s all rather pleasing for my geeky side.
  • editing levels is a dream come true for me! Make a top-down tile-based map, as big or complex as I like, and it instantly gets shown in 3D. Through a 3D engine that *I* made, and completely understand. That’s magic for a person like me who lacks a lot of math knowledge that makes 3D representation feasible.
  • the fact that our tools have come so far from 1991, that a single person can in 3 days replicate technology that was state of the art in AAA games back then, makes me SO happy to be indie
  • I had one person say they *love* the game. That’s all you can hope for, that’s all you need, one person.

What went wrong:

  • I didn’t match any of the themes. I don’t mind, but people do
  • no gameplay apart from killing a few slimes and getting to the exit.

I know people make genius experiences for LD that last hours or have that wow factor and innovation. I admire and respect them, and hope I’ll have that spark of creativity myself some day. Until then, I’m happy to just chip away at little problems, learning to think like a coder, making game spaces I can explore. Thanks for being here for the ride and reading about it.

I love LD!

Double Kick Heroes on Itchio!

Posted by (twitter: @blackmag_c)
Wednesday, December 16th, 2015 6:27 am

Run Zombies Run!

You can download the game right now on itch.io!
Download double-kick-heroes
Don’t hesitate to leave a comments! We might do an update for this game if you like it!

You can also play and rate the game here : http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=16703

Thanks you for playing!

Panball a pinball like or whatever :D

Posted by (twitter: @gillenewnovo)
Tuesday, December 15th, 2015 2:13 pm

bos
34p

I thought it was easier to create a pinball, my mistake xD

pandaball_rotate After several hours working to make the level less “sharp” as possible, still I have a lot to work so that the ball does not hit any corner and blow towards the hole of death.

I confess I had so much fun creating this game, it is quite likely that I will creating new levels :3

Entry link

pride_

Introducing Conga Master

Posted by (twitter: @BubsyPoochies)
Tuesday, December 15th, 2015 8:12 am

Hi all!

We’ve been working hard on our game Conga Master for the Ludum Dare 34 jam so we didn’t have time to post anything. But here it is!

Conga Master

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66146

This is our game. All graphics and programming were made during the Ludum Dare, and much more! Because we did several prototypes trying different controls. Moving your feet with two buttons, one for each leg, choosing your direction using an oscillating arrow and a button to run, etc. We took our time but we believe the end result feels super nice. What do you think?

1

We wanted to add different kinds of people affecting the gameplay. Say you got lots of geeks in your conga, then cool people would hesitate longer before joining. Eventually we decided on the pig idea which everybody seems to like :).

Please play the game and tell us what you think! We can’t stop playing to listen once and again to the music while dancing all around!

 

 

 

Rebel Dancer – done

Posted by (twitter: @mikeprotagonist)
Monday, December 14th, 2015 10:32 pm

FINAL_REBEL_DANCER

Check out our game, it’s awesome.

Not sleeping for 24 hours straight is brutal, but it’s been a ridiculously fun and exhausting ride. Gonna lie down for quite a while

 

Double Kick Heroes

Posted by (twitter: @blackmag_c)
Monday, December 14th, 2015 7:32 pm

screenshots01

Double Kick Heroes mixes a shoot’em up with a rhythm game!

You must survive on the highway to hell by killing zombies with your gundillac!
Struggle throught the 4 levels of total madness and escape from this nightmare! Only the power of Black Metal can save your band!
When the yellow dot comes to the fret, play your kick drums by pressing left/right or Z/X to trigger the guns to destroy the zombie crowd before they reach you !
Don’t forget to play in 60fps with the windows version of the game!

You can rate the game here !
Grindhouse!

Made for the ludumDare 34 by Blackmagic @blackmagic for the programming, Gyhyom@gyhyom for the art, and our badass friend ElMobo @elmobo for the awesome musics sound design! Don’t miss our soon to be made post-mortem & timelapse of the game.

See you next time!

The game isn’t over yet!

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

Something must have gone wrong!

Stay tuned for the release of Double Kick Heroes!

Day 2

Posted by (twitter: @mikeprotagonist)
Sunday, December 13th, 2015 3:24 pm

disco_stu_LD34

Dancing these guys to death!

Double kick heroes comin’ soon!

Posted by (twitter: @blackmag_c)
Sunday, December 13th, 2015 8:21 am

title

We’re making progress

Posted by (twitter: @chrysedev)
Sunday, December 13th, 2015 8:19 am

So we’ve been working on our game (No name yet) while being busy with our everyday lives but hey, we’re making progress aren’t we?

We’ve added a few characters and game level assets which were fun to make. Still a bit more to go but we’ll manage!

Here’s us showing a bit o’ leg~

Character sheet1Assets#2

 

 

 

 

 

 

 

Drivin’ on the highway!

Posted by (twitter: @blackmag_c)
Sunday, December 13th, 2015 6:05 am

higway

Added a Background!

Posted by
Sunday, December 13th, 2015 1:33 am

I’ve added a background and updated the GUI a bit. Now it is on to creating some actual enemy sprites!

ld34 screenshot small

How does it look?

Zombies are fanboys!

Posted by (twitter: @blackmag_c)
Saturday, December 12th, 2015 2:36 pm

mockUp03

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