itch.iohttp://itch.iohttps://itch.io/t/956299/train-trip-tentative-titleTrain Trip (tentative title)https://itch.io/t/956299/train-trip-tentative-titleWed, 02 Sep 2020 15:00:58 GMTWed, 02 Sep 2020 15:00:58 GMTWed, 02 Sep 2020 15:00:58 GMTSharing progress on a game I decided to work on. The game will be based off of this cover:

By: わいこ

I kind of figured there might not be much of a game here actually. I kind of just want you to relax on a moving train in the sunset. Some ideas would be to change the lighting as time goes on (maybe weather?), maybe have passengers come in and out but I really don't know what I'd do past that. I brought a composer friend (Cowberry) on board to do some music and she immediately suggested we do lo-fi tunes, so think of this as a slightly interactive 'anime beats to study' to thing you see on youtube a lot. Inspirations include pretty much any Shinkai film and 1041uuu.

I will also be attempting to make something in Godot for the first time and use Sprytile  (also for the first time) which is an addon for Blender (also a program I'm learning for the first time). I'm probably going to keep things simple as a result, likely confine it to one train car (or at the most multiple train cars that are just duplicates), not sure how far the exploration/interactions would go yet.

I contacted the cover artist to let them know what I'm doing and they're looking forward to it.


I started with the bare essentials a walking sprite and a mocked up area made in Sprytile. I eyedropped the exact colors from the cover. I want the angle to be pretty close to a side-scroller but in perspective so you can see both the outside and where you're walking.


Eventually I decided to add lightning but uh, not too impressed with the native options.


I looked into cel shaders for Godot and luckily there's a free one already made. Also luckily it has an base/dark image to plug in. 3D Sprites in Godot have a material override tool that lets you apply shaders to 2D elements, this is something I did not expect! There are some challenges to get it working right though, automatic billboarding no longer works and you have to pay attention to Render Priority (just like y sorting in gamemaker).

To explain further there's a dark and a light sprite, the light simply blends between the two. This makes it so the artist can better control the contrast and in general do very minute details to things like eyes glowing or the white outline I wanted to preserve. This can also apply to the environment which I add to the next gif. Really my goal is to gain the advantages of 2D "intention not result" lighting along with the dynamic parts of 3D. Though there's a bunch of game ideas I have with this style in mind, so it's also a learning process.




But what really gives something its depth are cast shadows.

Remember when I said I had to use a material override? Well in order to do shadows I had to duplicated the same 3D sprite disable material override and use cut-out transparency, it's then set to invisible with the shadows only option. I also set the animation frame the same as the base sprite. Each time I think I've hit a brick wall I always manage to find some sort of work around. I'm impressed with what Godot has built in such as sprite sheet support.

To go further and beyond though would be to add normal mapping to the sprite itself so the shadow "bends" around the forms so it's not lit like a flat card. But I think that's a battle best left for another project. 

I could spend forever on this but it's time to move on and do the backdrop next maybe even start actually modeling some stuff. Stay tuned.

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https://itch.io/t/957893/hell-rising-my-implementation-of-the-gameHell Rising - My implementation of the gamehttps://itch.io/t/957893/hell-rising-my-implementation-of-the-gameThu, 03 Sep 2020 18:49:11 GMTThu, 03 Sep 2020 18:49:11 GMTThu, 03 Sep 2020 18:49:11 GMTHi All,

I decided to make a game on this jam and I selected Hell Rising


To follow the theme I will make a game where your player has to kill the "ghosts" trough some levels in a platform game.

For the tiles I decided to generate them with my own free software (https://misterm.itch.io/mr-tiles-master)

The Main player is a Warrior Girl and I making the graphics in Krita 


And all the animation directly in Unity


Here is my progress so far, I will work on the main player in the next days and after I will start to make some enemies.


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https://itch.io/t/1016301/high-stakes-first-person-collect-em-upHIGH STAKES - First person collect em uphttps://itch.io/t/1016301/high-stakes-first-person-collect-em-upWed, 14 Oct 2020 20:50:11 GMTWed, 14 Oct 2020 20:50:11 GMTWed, 14 Oct 2020 20:50:11 GMTheya, i joined this jam as an opportunity to make my first actual game, consider checking it out! this jam was a lot of fun and i'm happy to have participated in it! :)

https://soldier-sorrowful.itch.io/high-stakes


(Edit 10/14/20: i've encountered a couple bugs upon letting another person test the game; they should be fixed by either tonight or tomorrow)

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https://itch.io/t/1011767/forager-more-of-a-post-mortemForager - More of a post-mortem...https://itch.io/t/1011767/forager-more-of-a-post-mortemSun, 11 Oct 2020 17:26:46 GMTSun, 11 Oct 2020 17:26:46 GMTSun, 11 Oct 2020 17:26:46 GMTWell- this was fun!

https://thomasmichaelwallace.itch.io/forager

More of a sharing finished than sharing progress:

This is my first game jam longer than a week, which gave me a chance to do something bigger, while also underestimating how much more work doing something bigger would be 🙂

After a handful of prototypes I landed on Forager - by Austin Breed. Turning it into an exploring- platformer- thing.

It was a fun learning experience- first time with terrains, making a game this size, the new unity input system, etc. But it did mean that I only had time to implement three mushroom abilities, and had to make a quick pivot to just hiding ten smaller mushrooms around the place.

Hopefully it’s still fun for other people to play, and it doesn’t shame the original cartridge image creator too much.

Here’s hoping my execution is a bit tighter next year.

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https://itch.io/t/1009166/dont-get-cursed-just-submittedDon't Get Cursed - Just submittedhttps://itch.io/t/1009166/dont-get-cursed-just-submittedFri, 09 Oct 2020 15:34:11 GMTFri, 09 Oct 2020 15:34:11 GMTFri, 09 Oct 2020 15:34:11 GMTHi! I just submitted my first game, Don't Get Cursed: https://tarcis.itch.io/dont-get-cursed-agbic-2020

I picked this cartridge (but I made a new story): http://famicase.com/20/softs/266.html

I'm still learning, so I'll appreciate every feedback!

Thanks! :)




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https://itch.io/t/997693/footy-kit-designer-my-take-on-itFooty Kit Designer - my take on ithttps://itch.io/t/997693/footy-kit-designer-my-take-on-itFri, 02 Oct 2020 23:15:07 GMTFri, 02 Oct 2020 23:15:07 GMTFri, 02 Oct 2020 23:15:07 GMTAlright, so the case I picked was Steve Propst's case called Footy Kit Designer: "Enter the exciting world of football (soccer) fashion. Design amazing looking kits for the pitch and the street."

https://famicase.com/20/index.html

I picked this case because of the Y2K look to the typeface and surrounding graphics. I knew I wouldn't be able to copy the look of this case exactly, but I wanted to turn this case into a character customization  screen.

My first step was to make some buttons and a space where I could lay some 2D sprites on top of eachother. Then, I used Illustrator to make some collars and a shirt shape based on the case's shirt pattern. My shirt came out unreasonably pointy and I tried to smooth out some vertices to fix it, but it just looked unnatural. I eventually redid the shirt, but for now, have a unreasonably shaped shirt:

 
This screenshot is from a version where I thought I was going to have commentary given to you on what some background voice thought of your design. I put it here subconsciously since the last game I was working on was a visual novel. I later scrapped this entirely to keep the scope down, and found other ways of filling the screen space.Here in this early version of the colour screen (I didn't document my progress very well) you can see that I planned to have 5 whole colourable items and I didn't realize how tired I'd be after making just 3 sets of assets. Making content for this game is hard when you're also doing all the programming ^  ^; but I can see some other dedicated artist going ham with it.

I'd love to work with anyone who wants to help turn this game jam game into their own customizer-thing, if they're the kind of person who wants to make lots of content and doesn't want the prescribed, laggy setup of most online avatar makers. Either that or I'll try to make this project open-source on my github page eventually: https://github.com/deertears/

Something I'm the most happy with is how I got the palettes to work. I knew I could've just done a colour picker, but that would've been asking everyone to suddenly become a graphic designer and understand colour theory. I figured it would've been more fun to pick from a smaller set of palettes:


So here I have all these buttons reading a 1x1 pixel space on this atlas texture. Each button is a scene that can be instanced pretty easily, with just one script attached. Here's the code that grabs the colour from the icon:

func _on_ColorButton_pressed():
    var region = icon.get_region().position
    var icon_data = icon.get_atlas().get_data() # note: replace "get_atlas()" with "get_texture()" when using any other type of icon
    icon_data.lock()
    var icon_color = icon_data.get_pixelv(region)
    emit_signal("color_chosen", icon_color)

Then, in my main game script, I threw this in my _ready() function:

onready var color_buttons = $MarginContainer/.../etc...
var color_buttons = color_grid.get_child_count()
    for i in color_buttons:
        var child = color_grid.get_child(i)
        child.connect("color_chosen", self, "color_chosen")

And of course my main game script has a color_chosen(color) function to fit this connection, which does some inefficient passing around before it gets to color_selected_part(color)

func color_selected_part(passed_color:Color):
    match color_target:
        Enums.shirt_parts.NONE:
            pass
        Enums.shirt_parts.COLLAR:
            collar.modulate = passed_color
        Enums.shirt_parts.CUFF:
            pass # for now
        Enums.shirt_parts.PATTERN:
            pattern.modulate = passed_color
        Enums.shirt_parts.SHIRT:
            shirt.modulate = passed_color
        Enums.shirt_parts.SKIRT:
            pass

Oh, color_target is what's being changed when you change what you're colouring. That's a variable I defined earlier. There's also an enum to keep track of pieces of the shirt. Anyways, to summarize:

1. Click ColorButton

2. Read ColorButton's icon color and pass that in a custom signal

3. Mass-connect every ColorButton's custom signal to a function in the game script

4. Check our target to color, and apply that passed icon color to the sprite we wanna change the .modulate property of

I later went on to make the finish button save the colors and pieces used in the shirt, as well as to take a screenshot of the shirt. I still have yet to make loading actually work, right now it's just saved variables. I'll have to add a warning to really make sure that people aren't going to rely on the save/load system, or risk just gutting it entirely for scope's sake. I still have a few days left, so depending on how my graphic design classes are going I'll do something to address that.

Thanks for reading about my game jam game! Many thanks to Steve Propst for making such an interestingly specific idea that I thought was fun enough to make a game out of! It's now public, feel free to drop feedback/suggestions in this thread too! https://deertears.itch.io/footy-kit-designer

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https://itch.io/t/998236/my-dream-storywelcome-to-dreamsearchmy dream story/[welcome to DreamSearch]https://itch.io/t/998236/my-dream-storywelcome-to-dreamsearchSat, 03 Oct 2020 12:31:25 GMTSat, 03 Oct 2020 12:31:25 GMTSat, 03 Oct 2020 12:31:25 GMTHi everyone!

For this game jam I decided to use this game cartridge below...


I originally was going to use a different case but the idea grew too large in scope so I wanted to make a game that was short and simple! I figured that I could make a quick game that was based on a singular dream, thus, I thought this case was appropriate.

The game engine I decided to use was PICO-8 which I had never used before and I am very glad that I picked it up! Unbeknownst to me, I purchased it from the bundle for racial justice and equality (so if you bought that bundle you also have PICO-8). It seems like an amazing engine to use for game jams or to develop prototypes for larger games.

I renamed the game [welcome to DreamSearch] because in the description of the game (which was in Japanese) the only English words in it were "DreamSearch" . Putting the premise through google translate gave me a direction to take the game and a lot of inspiration for the story :)

I have 2 videos documenting my work on the game that's available to watch on Youtube.

The first is more a general explanation of the game jam + a speedpaint. The second one is just a speedpaint (but also interpreting a specific scene from the game). Both of these can be found here!


Thank you very much for reading!

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https://itch.io/t/995915/lil-dead-a-2d-puzzle-platformerLil Dead - A 2D Puzzle Platformerhttps://itch.io/t/995915/lil-dead-a-2d-puzzle-platformerThu, 01 Oct 2020 17:05:48 GMTThu, 01 Oct 2020 17:05:48 GMTThu, 01 Oct 2020 17:05:48 GMT

Hey all! 

The case we picked is Lil Dead, and we've taken inspiration from this case to make a metroidvania 2D platformer with a strong narrative line. 

We've been working on the project for over a week in Godot, which the majority of us are new to. Here are a few screenshots of our progress: 


We're also continually updating our Twitter @deadspriteprod if you're interested in following along! 

With the new time allotted we're hoping to flesh out the first level and update some of our art assets. This is not only our first foray into Godot, but also our character artist's first foray into pixel art. 

Any thoughts on these two sprite sets?


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https://itch.io/t/975310/altitude-first-step-into-godotALTITUDE - First step into GODOThttps://itch.io/t/975310/altitude-first-step-into-godotThu, 17 Sep 2020 11:41:20 GMTThu, 17 Sep 2020 11:41:20 GMTThu, 17 Sep 2020 11:41:20 GMTHello everyone ! 
I decided to work on ALTITUDE, game cover by Ana & Lorenzo that really struck my eyes. 


I'm 0.1% a programmer and 100% a graphic designer & illustrator, but it do dabble in python so I decided to take the challenge. Storywise, the cartdridge inspired me a lot, so I wrote a bunch of stuff and quickly got a light GDD done. As I make progress on what I want to do, I update it, so its become more of a journal, but I guess its good to have something like that? If you want to get details on what i'm planning, you can read through it.
SO ! I'm planning on doing a veeery simple point & click type of game, with 3 main mechanics. The gameplay is really just clicking on various spots on a biiiig illustration. Like old PC games. I got inspiration from an ooold game called "J'ai trouvé ! Le manoir Hanté " ( english name is "I Spy Spooky Mansion i think ? )


So yeah, todo :

  • Taking a picture : by clicking on specific areas, the player can "take the picture" of a creature. What it really does is just that it add the creatures photo in an inventory
  • Lights : there is a switch that allows the player to turn lights off, there are different creatures during light time and dark time
  • Album : it is possible to review the various pictures already taken by the player. There are a total of 24 creatures in the game. This part is the inventory and I am very afraid of making it, hahaha.

For the moment I've been looking into documentation and tutorials and stuff, and writing and trying out stuff for my assets.


I'm working with a 3 color palette, and I have the general idea for my interface, so its great ???
I also have my s/o doing some OST for me, which truly is a bonus !!! I get to have MUSIC in my game hahaha.


I started a bit late, but I hope I'll manage to finish something on time for this jam. Seeing everyone else's work is really inspiring and giving me somegood motivation o/

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https://itch.io/t/966436/d4-dungeon-an-osr-dungeon-crawl-rpgD4 Dungeon - An OSR Dungeon Crawl RPGhttps://itch.io/t/966436/d4-dungeon-an-osr-dungeon-crawl-rpgThu, 10 Sep 2020 07:50:11 GMTThu, 10 Sep 2020 07:50:11 GMTThu, 10 Sep 2020 07:50:11 GMTSuitably retro game bits for our #AGBIC dungeon crawl RPG, D4 Dungeon, below. Art by Jack Badashski of Stinky Goblin.

The game will be free to celebrate the 400th post on our blog!

I love the #AGBIC game jam. I think this is our third year participating. This year I was inspired by a bunch of games, but Not Quite Dead Yet by Joaquin Schwarz suggests some interesting mechanics that I'm keen to tackle.


Good luck everyone!

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https://itch.io/t/969890/neon-struct-carrion-carrier-cyber-courier-19xxNEON STRUCT: Carrion Carrier / CYBER COURIER 19XXhttps://itch.io/t/969890/neon-struct-carrion-carrier-cyber-courier-19xxSun, 13 Sep 2020 05:17:49 GMTSun, 13 Sep 2020 05:17:49 GMTSun, 13 Sep 2020 05:17:49 GMTLoosely inspired by John-Charles Holmes's "CYBER COURIER 19XX" cart (and with his permission)...

...I'm making a spinoff of my 2015 cyberpunk stealth game NEON STRUCT (https://minorkeygames.itch.io/neon-struct).

The year is 1985, and you play a cyborg employed at a family-owned courier service. Your cybernetically-enhanced legs make you the best at the job, but a mega corporation is threatening the future of the business and your career. Take jobs to earn money to pay to recharge yourself to take more jobs to earn more money to pay more to recharge yourself again to take yet more jobs...

NEON STRUCT: Carrion Carrier is a first-person game with a focus on fast movement and resource management under intense time pressure.

I've been (and will be) mainly sharing progress on this Twitter thread, where I can embed larger GIFs: https://twitter.com/dphrygian/status/1302118566486061057

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https://itch.io/t/974110/high-stakes-the-vegas-vampire-slayer-game-started-todayhigh stakes, the vegas vampire slayer game. started todayhttps://itch.io/t/974110/high-stakes-the-vegas-vampire-slayer-game-started-todayWed, 16 Sep 2020 10:31:23 GMTWed, 16 Sep 2020 10:31:23 GMTWed, 16 Sep 2020 10:31:23 GMTi usually try to nail down the look of my game first. going for a 3d pixelart game. orthographic view, the camera snaps to the sprite pixel scale, rendered small and upscaled with post shaders for bloom and some light noise making everything looking great. 




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https://itch.io/t/974266/fruity-pie-relaxingfrustrating-fruit-catching-gameFruity Pie - relaxing/frustrating fruit catching gamehttps://itch.io/t/974266/fruity-pie-relaxingfrustrating-fruit-catching-gameWed, 16 Sep 2020 13:50:08 GMTWed, 16 Sep 2020 13:50:08 GMTWed, 16 Sep 2020 13:50:08 GMTA game loosely inspired by Punimelt's Fruit Catch Famicase, being made in Godot and Blender.


Most of my time has been focused on modeling and getting it to look cute. I picked the Fruit Catch cart because I fell in love with the fruit on it and I'm really happy with how they turned out in game!


The outline shader is based on this tutorial: Outline Shader in Godot - Tutorial (it's in German but I followed along while they were scripting)

The controls are a bit janky right now, probably closer to an early Mario Party game, but I'm hoping to figure out an alternative to "tank" style movement this week now that the art is mostly done.  Until yesterday the wolf was tossing fruit in only one direction so now that that's sorted I can fix everything else... :*)

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https://itch.io/t/969492/friendly-dungeon-rushFriendly Dungeon: Rushhttps://itch.io/t/969492/friendly-dungeon-rushSat, 12 Sep 2020 19:56:15 GMTSat, 12 Sep 2020 19:56:15 GMTSat, 12 Sep 2020 19:56:15 GMTSo we decided to have  go at making a game based on the Friendly Dungeon cover:

by: Ken Gabriel H. Widjaja王

The Heroine and the monsters are practically right on the cover.
and with the title I figured it would be pretty straight forward that it was a dungeon game.

First things first, I found and got permission from the artist.
fortunately in doing so I also found that they had, hi-rez artwork of each of the pixel style monsters on the cover that I could use for reference. but I figured it best to start with the main character.
using the Cart cover as reference, I had to fill in the blanks on the unseen parts of the character. Considering the football helmet, and makeshift shoulder pads, I didn't imagine this character was a pro adventurer with a sword or any typical adventuring gear, so I  gave her a nail bat.


we figured we''d make this simple, and instead of having to place enemies all around a map, we'd try and make each enemy more like a boss, so we could have more meaningful battles with them, and also have a lot less map to build. At the moment the the enemies we chose are the Festive Cube (Gelatinous Cube), the Boo (Jack-o-lantern), and we're still figuring out what the 3rd will be, or if we even make a 3rd at all.



and that's about where we're at so far.

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https://itch.io/t/967411/tatras-2TATRAS 2https://itch.io/t/967411/tatras-2Fri, 11 Sep 2020 00:22:33 GMTFri, 11 Sep 2020 00:22:33 GMTFri, 11 Sep 2020 00:22:33 GMT


Hey all. Most generally I participate in the Ludum Dare however I really liked the idea of creating a game based off of box art/cart art, so I thought I'd participate in this one. As I work on this entry I'll post my updates here.

 So without any further ado I choose Tatras 2 as my cart. I'll post screenshots and code as I go.  

For this game, I'll be using Game Maker Studio 2.3, Pyxel Edit and Aseprite, probably some sort of music program, and uh, defiantly some kind of sound generator. Yep. 

Cool. Thanks for reading this. Keep in touch will ya? 

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https://itch.io/t/961771/voxrpg-lite-famidesigner-deluxes-older-botherVoxRPG Lite - famidesigner deluxe's older bother!https://itch.io/t/961771/voxrpg-lite-famidesigner-deluxes-older-botherSun, 06 Sep 2020 18:07:29 GMTSun, 06 Sep 2020 18:07:29 GMTSun, 06 Sep 2020 18:11:42 GMTHello everyone, today I decided it was the perfect branching point in my project timeline to share some of the progress I have made over the past week! I am working on the project titled above as the tools programmer and systems designer, based on this famicart entry:

By: Michael Shillingburg

About 5 years ago I designed a really simple voxel-based character creation tool in Unity using some very simplistic ideas. Each of the voxels were a cube prefab that was split up into 6 faces. Each voxel object also had a box collider used to detect if it had a neighbor, and would hide any faces blocked by a neighboring voxel. This ended up having many problems and eventually I just gave up on it, but when I saw this case looking through the famicase submission I immediately knew what I had to do!

After watching the premier video I started mocking up the designs for a simple RPG Making game that can be played 100% with a controller, as was the vision Michael left with his cart, and I think it would be an interesting design challenge. The first step was to tackle my "great white buffalo"; The voxel object editor! Right away I did things from a much better design principle. All of my voxels are rendered in code using grid array data stored in one class, and then parsed and rendered to the mesh from another class. All of that works together with the editor class that allows the player to manipulate the data. When I finished setting up all the basic framework, it looked something like this:

Once I had this finished I knew I was on to something I wish I could have worked out years ago, and I set out on making the environment look a little nicer. I also wasn't quite sure what I should do about the lighting, but after a bit more work I was here:

This is the build I had on Wednesday afternoon. The scene has 2 lights facing opposite diagonal directions to light the scene as evenly as possible, but the light was tinted yellow and I didn't notice that it was drowning out the colors that I also added in between these builds.

As well, I added normal maps to the voxels so that it didn't just look like a giant square blob:

At this point I noticed there was an issue with my voxels, and if they had a neighbor to their North (positive Z) the Bottom face would not render. I wasn't sure I would be able to fix it, and then I realized I had just messed up one of the lines that detected which neighbors affect which faces:

This one here ^ the last, or bottom face was set to also check it's positive Z neighbor when rendering faces. After noticing that I changed it to only check the bottom neighbor and everything was working as expected!

Now it was time to work on saving out the voxel object's data structures, and I decided to use the binary formatter and save out custom file classes. This led to me having to convert a lot of my voxel data into serializable classes, as a lot of the back end work was done using custom data structures:

Because of this I needed to come up with a way of converting these structures into integer arrays to be saved out, and convert it back into these data structures to be read by my voxel object renderer class. Next time I tackle something like this I will just use integer arrays right from the start, but as I was trying to make things more readable for myself I chose this method. Anyway, the converting method I chose was:


^ This is the class I made to convert the readable structures into serializable ones, and when the data comes back, I use this:

^ This one takes that serializable voxel object structure and sets the renderer's layer data accordingly.

This afternoon I finished up adding in some extra features like the ability to choose the hovered voxel's color, nudging the object around the grid, clearing the grid to start fresh, and being able to hold down inputs and have things happens at a timed interval. The current build will be the last update to this object editor, unless something completely broken is found, until I am done setting up the other functionality I need for this RPG making game; Such as:

  • Character Editor
  • Tile Palette Editor
  • Map Editor
  • Event Editor
  • Global Variables Editor

With everything that's needed to get this project done, I am not entirely sure we will get this finished by the end of September! But I am fairly confident that, including what I've learned about saving my data out into binary format, the hardest part of this project for me is now over, and I can move forward with programming some fun features for all of you to make your own little voxel-based RPG and share it with us, your friends, or whoever you want! The game will not render full standalone .exe files, but by sharing your game's save information anyone else with VoxRPG Lite will be able to load your game and play your creation!

If you have the time and feel like giving the current build of my object editor a try, please let me know if you find anything going wrong or if there is something missing that you think might be helpful! https://majestikstudios.itch.io/voxrpg-lite Anything made now will work with the finished game. I am happy with any and all feedback, and I appreciate you taking the time to read my dev log! Happy developing :)

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