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891488 Posts in 33545 Topics- by 24778 Members - Latest Member: sleepyzombie

June 19, 2013, 08:39:00 PM
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1  Community / Announcements / Alien Eater on FGL on: November 13, 2012, 08:58:25 AM
Hello there!

May I present you Alien Eater? Born from a quite crazy 2-hours long game jam, Alien Eater is a homage to all the 80s era arcades. It's a ppretty small game, but we had a lot of fun in finishing it.



It's a fast paced game where you need to shoot the aliens and eat their meat while avoiding starving.

Currently the game is up on FGL awaiting feedbacks and advice. So, if you fancy, why don't you go give it a try? (You'll need an FGL account, though).

Thank you!
2  Developer / Design / Re: Tiny Game Design Tool on: July 22, 2012, 12:07:19 PM
Nice one man, you could make it mobile then it really is pocked :0
That's actually a neat idea!
3  Developer / Design / Re: Tiny Game Design Tool on: July 20, 2012, 12:09:55 AM
I like it. As a very simple starting off point it is nice. However, I think your could pack a bit more in there and use the space more wisely. For example, the hint on the main character page. Is that really neccessary? Really? Why don't you use that space for something useful. For example, a list of animations needed.

Good point. When I started making it, I kinda wanted to have a small set of instructions always with you to remind how to use the booklet. But maybe isn't that necessary. Thanks for the advice!
4  Developer / Design / Re: Tiny Game Design Tool on: July 19, 2012, 07:36:43 AM
I could see this being useful if all you're trying to make is a short game for a 24/48 hour contest.  Otherwise, it's way too simplistic.

I assembled it just to make it simple and to let people use it to have a fresh start. You can always complicate things later. But yeah, I never intended it to be a complex tool or a complete game-making guide. Just something small, minimalistic and motivational.
5  Developer / Design / Tiny Game Design Tool on: July 19, 2012, 07:03:50 AM
Hello everyone!
I just made a small, foldable game design tool. It's just a silly experiment, but maybe it could be useful to jot down idea and find the motivation to make a small prototype.
I will be really glad if someone will find it useful. So, if you want, just get one and print it out!
You can find it here: Tiny Game Design Tool.

Please, feel free to shares your impressions, critiques and ideas about it!
6  Developer / DevLogs / Re: Memory of a Broken Dimension on: July 01, 2012, 12:01:53 AM
Oh, man, I suck. I can't get past the boot screen Sad
7  Community / Get Togethers / Unite conference on: May 30, 2012, 12:21:51 AM
Hi everyone!
Have someone of you ever been to the Unite conference?
I'm thinking to go to the training day, but I'm unsure it will be worth it.
Any advice?
8  Developer / Art / Re: show us some of your pixel work on: September 29, 2011, 03:25:51 AM


I tried to improve the perspective of my moustache explorer guy (it's for a top-down game). Bu then I guess I lost a bit of his expression. What do you think about it? I put here the 1X version as well, just in case.
9  Developer / Art / Re: show us some of your pixel work on: September 28, 2011, 04:31:29 AM
 

Here are the guys with a darker background. As for the perspective, I was aiming to a false top-down perspective, something like Zelda Four swords.
How can I improve it?
10  Developer / Art / Re: show us some of your pixel work on: September 28, 2011, 03:35:46 AM


Two first tries for a game I'm thinking about for some time now.
Which one do you prefer? Do you think the huge moustache on the second try are readable? Any advice on how to improve them?
Thank you!

11  Community / Get Togethers / My holiday, can we meet? on: June 29, 2011, 02:29:30 AM
Hi guys!
Im' preparing my two weeks off, and I decided to add some meetings with indie dev to my holidays. I will for sure be in Utrecht (July 14-16) and visit game garden and try the Winnitron. So, if you are there, drop me a line, it would be nice to meet you! Then on the 17th I will be in London for the local Sandpit and stay there until the 23rd. On the 21st I will be in Brighton at Develop for the indie day.
Looking for indie fellows to meet! Smiley
12  Developer / Design / Re: Best way to visually communicate (Numbers or colours?) on: May 31, 2011, 06:09:33 AM
You should probably take a look at this project: http://itunes.apple.com/app/colorous-a-bigger-color-odyssey/id401214735?mt=8.
It is a puzzle game about color theory. You can find it on Facebook also. I find it rather good, but the devs told me that it suffered exactly of the problem you are afraid of: not everyone is familiar with color mixing.
Strange thing: it appears very young kids are the best fans of the game. Hope it helps Smiley
13  Developer / Art / Re: show us some of your pixel work on: April 05, 2011, 01:00:23 AM
So yeah, a small contribution from me. Hope you like it!

The task: A run cycle that conveys a character just through design and motion. 25 pixels, 6 frames. No shortcuts like huge anime heads or massive eyes.



And maybe it's clear from the pic, but I really, really love Ghost Trick. It's where they did the same thing, and it definitely brought me back into animation.

Thanks for watching!

This is so, so, so, frickin' awesome.
I love all of them, and you just showed me the way for the art of a personal project I'm about to start. Wow.
14  Developer / Art / Re: Retro Avatars on: March 25, 2011, 01:42:19 PM
Duh, no mac version. Too bad Sad
15  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: March 21, 2011, 04:28:42 AM
Ok, here's my little one, done about five minutes ago :D
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