It’s about 03:30 on the second day, nearing the morning of the third. We’re doing the jam, so there’s one day left for us. Nonetheless Ava is already in crunch mode while Marte went to bed hours ago—there’s so much stuff to add to the room! Mechanics are mostly in place but aren’t really used yet since the room needs to be filled first, so enjoy a temporary bit of silliness in the meantime!
Posts Tagged ‘retro’
This game is based on having fun beating all the enemies and try to keep your life safe.
Not a Pokemon Clone™
© 2016 Ginger Bill
- Move: [up] [down] [left] [right]
- Action: [z]
- Back: [x]
- Specialized: [x] [c] [v]
- Change Colour Palette: 
- Software Rendered
- 2 Bit Colours (4 Colours in total)
- Swappable Colour Paletts
- High resolution 160 x 144 display
- Awesome graphics (Well I’d like to think so)
- Windows Only (Yes that’s a feature)
- Not a Pokemon Clone™
One day, you awake to find that there are sentient shapes that have gained fighting abilities! You must work your way through the wild and tall grass and get to the end!
- Language: C
- Compiler and Debugger: MSVC2010
- Text Editor: Sublime Text
- Engine: Punity Engine (by Martin Cohen)
- Paint Program: Pyxel Edit
- Music Program: N/A (Did not have enough time)
- Ability catch and tame Transmogs
- Catchy Theme Tune
- Sound Effects
- World Map
- Copyright Infringement
I’m loving making this game, the boss fight is nearly done and then it’s on to adding the sound effects and music now!
Pretending I was programming for the Gameboy was fun!
- No heap allocation
- 2 Bit Colours (4 in total!)
- 160×144 Resolution (Who needs more than that, really?!)
- Swappable Colour Palette
- “Awesome” graphics (If I don’t mind me saying)
- Simple controls
This is totally Not a Pokemon Clone™. Most of the content is missing for one as I made this in a weekend… Also it’s no where near as good.
Now with text! Multiple swappable 2-bit colour palettes for the amazing high resolution 160×144 display. Also an incomplete battle mode! Most of the engine is done so tomorrow will consist of making/finishing the game!
All done in C with help from Martin Cohen’s Punity Engine (a modified version).
The is totally not a Pokemon clone… *shifty eyes*
The Gameboy-esk idea is working nicely! I’m love the retro feel!
It now has the ability to swap to 4 different colour palettes!!
I may even add the colour RED soon!
The game not has the ability to swap to multiple maps/room, scroll and centre rooms appropriately and also change mode when you head into the
grass tall weeds.
This is surely not a pokemon clone…
After writing up my post-mortem for Xtreme Crop Duster Simulator ’82, I had a comment from pkenney asking about how the two-camera setup I created in Unity worked, and how I used Unity’s built-in shaders to achieve the graphical style of the game. A lot of the positive feedback I’ve received about the game makes reference to the graphical style, so I was already mulling the idea of a post about exactly that – the comment spurred me to actually write it up.
Lots of text and graphics to follow, which likely isn’t be applicable outside of Unity and may only be of interest to people keen on this sort of graphical style, so the real meat of the article follows the break. But as a teaser:
The challenge, which I had run into in previous Ludum Dares, is that square pixels are a relatively recent innovation. The Commodore 64’s multicolor low-resolution mode which I emulated in this game had a resolution of 160×200, displayed on a 4:3 television. This means that the pixels, once rendered, are 1.6 times as wide as they are tall – not a nice ratio to deal with. In my LD32 entry, Red Threat, I handwaved the problem away by drawing the sprites with 2:1 pixels, and scaling the whole thing up 2x to 640×400. It worked, but the effect was graphics that were noticeably stretched if you’re familiar with the real hardware.
This time around, I wanted to do better.
Can’t wait for Star Wars? We’e experimenting with retro style. How you like it?
Good luck, have fun and may the force be with you!
I almost forgot this that I have mode7 style rendering now for floors and ceilings.
I’ve got item name recognizing, unique sign post text, and animated sea!
Item grabbing is nearly done. I just need to add the ability to drag and drop into and from the inventory system.
TODO: Armour/Weapon System; item use; enemies/mobs; level loading; level changing; sprite animations.
I am making a retro-style point and click dungeon crawler thingy-ma-bob. I’m gonna party like it’s 1993!
I am using the growing theme but I don’t know if I should I use the 2 button controls theme as well.
I’ve got a basic text console up and running and now on to creating art for the sprites.
I got amazing idea! Game about growing humans! 😀 So… Here is GUROBU
And, i have some story too! This is probably most original story here!
I might be in this time if I have enough time. Last time I made a very retro style dungeon crawler like Wolfenstein or Mode7 on the SNES. I enjoyed creating my own software renderer.
Does anyone know of a way in emscripten to just get the framebuffer pixels without using SDL? Or do you have to use SDL?
- Language: C++
- Text Editor: Sublime Text
- Web Browser: Chrome/Firefox
- Painting Program: Paint.NET & Photoshop
I like the decision we made about the color… to remove it! I worked faster this way. I Added and “old film” filter too (just 4 frames of darker corners and dust like spots).