Posts Tagged ‘retro’
Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.
It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.
When the tag is made, the players switch roles. The first player to collect 10 bits wins.
Perhaps the entry page for the game describes it better
Just to let you know that the second annual #SpeccyJam is this month, and starts on 29th August 2014
Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)
Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!
You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).
For more details about rules and registration (by way of forum), check out http://www.speccyjam.com
Thanks for reading, and hope to see you there!
Game published on OUYA and ready to download and play for free!
If you have an OUYA and have an account click on this link to start the download automatically in the console!:
The game will start to download in your OUYA! is only 1.9mb!
So myself I don’t really make 8-bit games, but I know a lot of you guys do. There’s one thing I would love to see more in your 8-bit retro games: CUTSCENES!
And I found the perfect tool to help you achieve that ;-). It’s an online tool (no download) found here: http://c64.superdefault.com/
I encountered this site when I was looking for a PNG to 8-bit retro converter. The naive approach was to scale a picture down, save it, then scale it up to make it look pixelated. That actually failed big time, simply because the result was too rich in color. It clearly looked like a scaled up photo rather than a retro graphic. There are a few tutorials that showed how to do it right using photoshop, but for the lazy type like me, I found that the online tool works best! Just look at this awesome 8-bit photo of Nicolas Cage below!
It’s the first time I participate on a real Ludum Dare, last year I entered the charity mini jam but nothing else, so it’s the first time for me judging and I’m REALLY ENJOYING IT I’ve found some amazing entries so far like that you should check out:
♣Channel by BradleySmith: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=14944
♣The Last Rock by Ozeotropo: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19200
♣Process Journey by Lissar: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27179
♣Just One More Turn by Ithildin: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15664
♣Out by SuperPokeunicorn: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=9858
I’m having an awesome time judging so leave the link to your entry on a comment and I’ll rate and comment your game Rate mine HERE!
After a few hours of doubting whether if I would participate or not (I had a huge Christmas party on Sunday and HELL NOTHING would stop me from going XD) I decided that I would give it a try to my own 24 hours game jam, so I began creating some magic! XD
You only got one? One bullet, one life, one minute…there are many ways to understand this concept and I wanted to have a take on it in a kind of different way. I started to think in which occasions we really only got one and after some minutes of forcing a bit of hardcore mental processing, I thought of Decisions! Either they’re large or simple, once you have chosen and performed it you can’t go back. Even the smaller decisions in life like choosing to wake up when the alarm rings or having five minutes more of sleep, can make the difference in the way our future develops. Having this on mind I began with the concept behind She, a game in which every decision counts.
Building a 20’s Silent Film themed entry
My tools: Game Maker Studio, Photoshop, Adobe Illustrator and Audition CS6.
I got the inspiration for the aesthetics from the old silent films from the last century, I loved the style of the dialogue cards and the influence of art nouveau in every aspect of them. Of course since I had only one day for everything I combined it with a simple vectorized cute style. The final result grew on me and I love how it all came along! ^^
I spent the first 6 hours designing the characters, drawing and painting along with the backgrounds, scenery special effects..etc. My heart was racing and a shoot of adrenaline fuelled me during the whole process XD I even dropped a cup of hot cocoa over my keyboard and damn how I regret that now Whatever….When it comes to programming it was pretty simple I must admit that the part I liked the most was designing the enemy waves for chapter 2. If you’ve already played the game you must have noticed that the second part contains most of the action and fun. The literary aspect was really important since it was the core of the whole game. I spent about half ‘n hour writing the suicide letter. I took a look at many sad suicide letters from real life for inspiration, that was a really intense and aerie experience that in a strange way I enjoyed. I wanted the card to be as realistic as possible.
For the audio and music I opted for the always successful 8bit! In my entries I always do every single asset from scratch with exception of the music. Other than a few I created, most of the tracks and effects come from my royalty free library. That’s why I don’t participate in the real deal! I hope one day I can produce my own SFXs. The main theme is an 8bited version of Music For The Funeral of Queen Mary and obviously I got the inspiration from one of my favourite movies…A Clockwork Orange!
I really enjoyed this Ludum Dare, I learnt a lot and achieved all my goals. I’m really happy with my entry it came along exactly how I had imagined it, and I think that’s part of what makes Ludum Dare an unique experience…..no sleeping and extreme efforts are worthy when you finally upload your game, see the comments and a sudden rush of self-confidence and feeling of success fills you from head to toes!
Please play my game and replay to see all the endings and drive trough the different roads, snooze and don’t snooze, it’s interesting how the decisions affect the result and difficulty of the game. Enjoy and thanks!!
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.
Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted
The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)
You can check them out here:
Speccy Jam is a regular world wide 1 week game jam, where indie game developers come together to create games with the flavour of the legendary 8-bit personal home computer, the Sinclair ZX Spectrum.
Game developers can work alone or as part of a team, and can use any game engine or dev tools to create their game. It can be developed for ANY device or platform… it doesn’t matter as long as it looks and feels like a Spectrum game!
By the time I have posted this, it is now Day 2 of 7. But it is not too late for you to register to participate.
For the rules and how to register etc, go to http://www.speccyjam.com
Also follow @speccyjam on Twitter
In this 48 hour competition, participants created video games from scratch based on the theme of “10 seconds.” I had a difficult time deciding on a solid idea for my entry, discarding ideas like:
- A timed destroy the targets test.
- 10 second dungeon crawler.
- Time traveling machine with a range of 10 seconds.
I finally settled on an idea based on Simon Says, a game which everyone already knows how to play. This is important because 10 seconds doesn’t allow you much time to teach new rules. The goal was to help players grasp the game’s rules quicker before they get frustrated by the time limit.
My idea combines 2D platforming and Simon Says, an idea inspired by Wario Land II and the Simon memory game that you unlock after beating the game. I also drew artistic inspiration from that game, adopting a retro Gameboy look.
What Went Wrong
I struggled a lot more with time this competition than with the last competition. I worked 5 hours Friday night and 9 hours Sunday morning for a total of 14 hours. There are several aesthetic bugs left in the final product due to not having time to work on the game on Saturday.
If I had another 5 hours to work on the game, I would have ironed out the visual appeal of the game by fixing bugs, adding particle effects, adding scan lines, and improving animations. Another aspect that suffered due to time is the unclear game directions. I planned to implement a graphical cue to let players know when a condition is met or failed, but that did not make it into the game.
Currently, the only thing that hints success or failure are sound clips which do not sufficiently get the point across. New players will be lost, not knowing if they are winning or loosing until the end. However, I could be wrong. It will be interesting to hear the feedback I get on this game.
What (I Think) Went Right
I was happy with the graphics for the most part. The character design was something I did in the tail end of development. The name of the game was coined somewhere along development as I scampered around the level in testing trying to accomplish rapidly appearing demands like a small bird with short attention span who flutters about with no obvious goal or purpose. I settled for implying a story with the title rather than spelling everything out for the player to maintain the simplicity needed for such short play sessions.
I was happy with the main character’s walking animation and sound effects. They’re kind of derpy, and it makes me happy. Although I’m not sure if I pulled my original vision for the game, I was proud of my concept, and it’s an idea I think I will return to some day when I have more time.
My tools of choice in making this game included Unity 3D, Graphics Gale, and Photoshop. I used the platforming framework I posted via Youtube for most of the player physics. I also constructed a horribly inefficient 2D sprite generator for this game using techniques I need to research more.
If you’re interested in playing the game, follow the link below.
Likewise, I’d love to hear your feedback. Comment can be posted here:
My Twitter: https://twitter.com/zanzindorf
My Tumblr: http://zanzindorf.tumblr.com/