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A member registered Apr 09, 2017 · View creator page →

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But that doesn't have to be the end just yet!
- For starters, I'm entertaining the idea of inviting everyone to publish your games on mobile. Personally, I'm sporting an Android dev account, which could serve as a low-level entry for publishing, there shouldn't be problems with rights which of course stay with the developer, as well as money, because as I see it the games could be some kind of open source/public domain? (Obviously games that can't be published for Android right away need much more work to make the publishing work.)

I'm not sure if people would download such a game, which is relatively small (even compared to mobile games, though I never released a game on Android - just some apps.) Bundling some of the LCD games might work. Not sure how, but possibly only the Unity games, if their developers agree.

 Another thing is a recurrent jam: what do you think about repeating this jam regularly,  say every half year, or maybe every four months? I have already some minor ideas I would like to try for it, more on this subject in the lengthy Post-Mortem I'm planning to write once the results are in.

I think it could be cool. I'll keep my comment till you write you Post-Mortem, too keep them all in one place.

225 votes
15*(15-1) = 210

You can't vote on your own game. Anyways I don't think everyone will rate all games. Ludum Dare for example usually has a big shortage of votes. (e.g. in LD39 38.2% of all games did not get the required 20 votes to get a placement. 20 is a (very low) minimal  number to get reliable statistics, which cannot be reached in this jam). So I'd just wait till the end of the countdown. (Which is 3 weeks for LD). Not sure if these statistics apply to a jam where most people were actually in the discord.

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Thanks for the feedback, here are some comments if you're interested.

I spend most of my time on the different enemy designs (both game and art wise), great that it shows up. I did test some split enemy attacking patterns, but it was to slow (for me, and a testing friend at least).

I actually spend some time trying to figure out how to properly support AZERTY and QWERTZ, but I couldn't find a way to check if it worked the way I wanted. (I hoped people with non QWERTY would have the habit of checking the controls before testing :P) I think Xbox Controllers do work though, but again I could only test it with emulation. How do  you non qwerty-guy do this in Unity? Just changing the keyboard layout in windows didn't seem to change the things I needed)

The background was a quick 1 minute (20 actually) before time backup thing when the actual thing didn't work. (I think I screwed up a shader). I hoped it wouldn't be that bad, but alas. I wanted to added,  some effects (shadow, like a few others, but also the little fade when turning a LCD on/off  and a bit of noise that old LCDs have). But it appeared I used a new DirectX or ShaderModel on the development laptop xD. That being said, adding some more interesting colour was not part of the original plan

I don't think there was space for something overhead. But given you commented with the helmet changes it's safe to assume you checked. Might again be due to some last minute changes.

Ahh me too. You know porting is allowed post deadline?

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Thanks for all support and even donations! I really makes my day every time I check. :D

If you have any ideas to improve these brushes let me know as a comment on this post, and I will check out how I can get it to work and make it as a brush in Photoshop!

P.S. I made a short blog post about dithering and how this tool works.

Since I use the Texture mode for these Brushes, which is not supported in GIMP. Importing into GIMP nor recreating will work.  Since I packed the used patterns with it you could import and use those with the Clone tool in GIMP with alignment set to Aligned or None, depending on your needs.  (This also works in Photoshop with the Pattern Stamp with aligned turned on/off). Then use (layer) blending (e.g. Darken) and opacity options to change the color. This does not allow pressure sensitivity in the way I have set it up in Photoshop and is far from ideal since you would need to use blend mode to get it right.

This is all I can give you to make your dithering easier in GIMP until Texture is possible on brushes in the same way as it is in Photoshop.

I hope it might help!

I haven't used that in years. A quick google told me that it  should work out-of-the-box?

But since I am an open-source developer I would support the idea of getting it to work in GIMP, I might give it a look in the next week, if I can find the time.

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I recently uploaded some brushes for Photoshop CS5+ that I will use for making pixel art for my games made during my streams on my twitch channel. I couldn't find a reason not to share these brushes, which I find really useful. And yes, I'm still one of those people who think that Photoshop is just that small bit easier to work with than most dedicated pixel art tools. So if you are with me on that check them out, and if you like them I would love to see some assets you made with them.

Find them here:


This package contains common dithering patterns and brushes, created for Photoshop CS5 and later.

There is some logic in the design of these brushes. Which shows you that most dithers are made from others of lower density, and have the inverse of themselves. This will make sense when you see the names of the patterns and brushes.
Download from, where I will also upload updated versions of this package.
Make note that to make good dithered art you should not rely on purely these brushes. It is mainly intended for quick 'n dirty pixel art, that should be fine grained after your initial dithering.