Ludum Dare 36
August 26th-29th, (Starts: Aug 27th 01:00 UTC)

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FINAL ROUND

Posts Tagged ‘retro’

Transmog – Not a Pokemon Clone™

Posted by
Sunday, April 17th, 2016 5:17 pm

Transmog

Not a Pokemon Clone™

© 2016 Ginger Bill

Controls

  • Move: [up] [down] [left] [right]
  • Action: [z]
  • Back: [x]
  • Specialized: [x] [c] [v]
  • Change Colour Palette: [1][2][3][4][5][6][7]

Features

  • 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™

Background

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!

Tools Used

  • 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)

Things Missing

  • Ability catch and tame Transmogs
  • Catchy Theme Tune
  • Sound Effects
  • World Map
  • Bicycle
  • Copyright Infringement

Dare to be Retro! – Boss Fight is Nearly Done!

Posted by
Sunday, April 17th, 2016 1:17 pm

6

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.

Dare to be Retro! – Today’s Progress

Posted by
Saturday, April 16th, 2016 5:23 pm

4

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*

3

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!!

  • White
  • Beige
  • Green
  • Blue

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…

Xtreme Crop Duster Simulator ’82 – The Two-Camera Setup

Posted by (twitter: @rjhelms)
Monday, December 21st, 2015 11:58 am

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:

Before and after

Before and after

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.

(more…)

Star Warrior

Posted by (twitter: @@_spolsh)
Sunday, December 13th, 2015 1:39 pm

Hello!
Can’t wait for Star Wars? We’e experimenting with retro style. How you like it?

screen

Click image to see it animated :)

Good luck, have fun and may the force be with you!

Party like it’s 1993 – Mode7-like rendering

Posted by
Saturday, December 12th, 2015 6:48 pm

I almost forgot this that I have mode7 style rendering now for floors and ceilings.

006

Party like it’s 1993 – Point & Click Console!!!

Posted by
Saturday, December 12th, 2015 6:43 pm

005

I’ve got item name recognizing, unique sign post text, and animated sea!

Party like it’s 1993! – Item Grabbing

Posted by
Saturday, December 12th, 2015 1:06 pm

004

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.

Retro Style – Text Console

Posted by
Saturday, December 12th, 2015 9:33 am

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.

002

GU RO BU

Posted by
Saturday, December 12th, 2015 6:22 am

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… Retro Style Again!

Posted by
Wednesday, December 9th, 2015 7:15 am

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.

My previous game used emscripten which converted my C++ code to javascript. This allowed people to play it from within the web browser. This time, I am thinking I should just make it a native program rather and then port it to the web afterwards. If this is the case, I will need to separate the platform the game completely from the get go.

Does anyone know of a way in emscripten to just get the framebuffer pixels without using SDL? Or do you have to use SDL?

Tools:

  • Language: C++
  • Text Editor: Sublime Text
  • Web Browser: Chrome/Firefox
  • Painting Program: Paint.NET & Photoshop

 

GUILLOTINE a game made in 72 hours

Posted by
Wednesday, September 2nd, 2015 4:37 pm
TitleScreen
Click HERE to play!
(click on the game in Newgrounds)
Last weekend me, Iñaki and Gonzalo made our second game for Ludum Dare 33. The theme of this Game Jam was “You are the Monster“.
Iñaki and me went to the jam and Gonzalo worked at home. This time the place was superb, a class of Area school in Donostia.
At the beginning we were quite lost after the first brainstorming. We had some vague ideas about a Frankenstein and angry villagers. The next day, we decided that we were going to make a platformer with puzzles with a headless guy as the protagonist. The headless guy could steal heads and abilities. We mixed that idea with Hammer Films and classic horror films aesthetic.
Azalpena

YES, YOU CAN USE DOUBLE JUMP TO GO LEFT!!!!!!!!

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).

Screen01

In general I am really proud of the executioner. The story is that after the firts guillotine the citizens no longer need an executioner, so they chop his head and someone steals it. Help the poor executioner to find his head!
I LOVE the chicken head!!
Blazing Skull head. (or Ghost Rider head)
Key head. For some reason we couldn´t add the attack animation.
 
Piromaniac Skeleton.
I made every pixel you can see, Iñaki Vazquez programmed everything using Construct 2 and made 90% of the mechanics and puzzles, and Gonzalo Sardón created the amazing music and sounds.
I have to say that the game is better that I thought. May be is not an awesome game, but we made it in less than 72 hours! (I had to work). I think the ideas and mechanics have some potential. When we added the music, the game gained a LOT of atmosphere. Now the game shows a crazy, dark humor and horror setting.
It was a really hard weekend but we met a lot of new awesome friends, and we learned a lot!
Special thanks to Edu Verzinski, who gave as the idea of the introduction scene at the beginning the game, and to PINTXO DEVEPOPERS for organizing an incredible game jam and making possible the best weekend of this year.
Ibai Aizpurua and Iñaki Vazquez

Ibai Aizpurua and Iñaki Vazquez

 

We plan to make a better version of GUILLOTINE! So if you like Kirby and Metroidvania games, wait to see a better, bigger and longer game, with TONS OF NEW CRAZY HEADS!!!

GUILLOTINE, the beginning

Posted by
Monday, August 24th, 2015 6:57 pm

The beginning of our game.

Untitled Monster Mashup!

Posted by (twitter: @@sethpaxton)
Monday, August 24th, 2015 3:13 am

composite_screenie

A kick in the Legend of Zelda’s nostalgic pants! Let’s hope I can get this monster finished by the deadline.

[Bringing Back The 80s] Absolutely Radical Title Screen

Posted by
Sunday, August 23rd, 2015 2:49 pm

title_screen

160 x 90 pixels!

212 colours!

Could it get any more radical?!

 

 

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