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Biim

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A member registered Apr 02, 2016 · View creator page →

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Recent community posts

I mean publish it here as complete game, not only as jam entry :-)

I am not sure if it is worth to publish on Play Store as first game, but definitively you can try to publish it here and other platform to get more feedback and learn more from that.

Once you get enough feedback, then you can evaluate if start a new game or keep working on this and then publish on Play Store or similar platforms.

Well done anyway and good luck with your game development ;)

Nice little game, especially considering that is your first time using Godot.

The game has a nice art and music. The voice is a bit strange but you will get use to it after playing some games. The jump motion seems having an unnatural movement sometimes, like hitting an invisible roof/boundary. With a little bit of more work you can make of it a nice time waster, maybe adding some enemies to avoid as well.

The font is nice but not easy to read, and due to the small resolution (at least in the HTML5 game on itch.io, probably due to your resolution setting, it is impossible to read the text at the start of the game.

Overall a very nice job considering your first attempt. Well done!

Hahaha, thank you @melerski for your feedback, it will be very useful to keep it in mind for my next assets ;-)

I wanted to add an alternative Moon to the one that you can see at the beginning, in case someone wants to make something different. It is a sort of "bonus" that I added at the end. If this pack will sell well I might create a new Moon as well with different style.

I agree that the tree with glowing eyes and mouth is a bit out of place but it  is one of the very first drawing I made, and it inspired me to create a whole set designed in that style. I used the first group of sprites to teach to my daughter to use a bit Construct 2 and few days ago I had the idea to complete the pack adding more images and let other people enjoy it too. I am quite attached to that tree, so I left it in that way. It has 4 frames if you want to animate it, but in case you don't need the animation the 4th frame is totally black with no eyes and mouth. Also depending on the engine you use you might be able to use some effects to get rid of the blue glow and change it to white.

Thank you again for your feedback and in case you decide to purchase it, please share here the progress with your game showing how you use the asset. In addition, as said before, if people are interested in the assets, I will work on something to add as HUD, pick ups and monsters.

Talk you later!

This is the second asset I have created.

It is ideal for platformer/metroidvania games and good for Halloween too.



What do you think about it guys?

Thank you


(Edited 1 time)

Hi everyone,
I am creating a new series of tutorial to teach how to create your first games with Construct 2.

This tutorial are suitable even if you have the free version of Construct 2 and you have never used it before.

The first series, where we will create a Side Scrolling Shooter, is composed of 10 videos.

You can see them in English or in Italian.

English
https://www.youtube.com/playlist?list=PLJdfdQL4meAnBnjHzn-OngIL1mmOeBBHQ

Italian
https://www.youtube.com/playlist?list=PLJdfdQL4meAkZeFRXmwo-eCL5GGDTwHmE

At the end of the tutorial and with a little bit of your creativity you can build a game as this, even using the free version of Construct 2:

If you want to use the same assets for your game, you can buy them here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

Thank you, I will try it once ready to jump on board :-)

You are welcome :-)

Not this time, I haven't any knowledge of JavaScript yet but I might learn something later on since I am using Construct 2 to develop games and JS can be used to create plugins for it :-)

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? Maybe a space pirate? ;-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter video game, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

Hi guys, good luck with the jam.

If you need them I have created an asset pack that includes sprites, sound effects and music.

Generally it is suitable for a Side Scrolling Shooter, but hey, who I am to stop the imagination of jam participants? :-)

You can find it here:
https://biim.itch.io/8-bit-pixel-art-side-scrolling-shooter-beginner-assets-bund...

This is a simple game example of what you can easily do in a jam time with it:

New version 0.2.3 online



- NEW: New heroes stats screen during Title Page.
- NEW: Heroes faces are now displayed next to the stats during the game.
- NEW: New heroes animations when they are tired (stamina = 0)
- NEW: Players and monsters speed reduced when tired
- NEW: Time bar with players level position

- UPDATE: Created a smaller font

- FIXED: Gamepad/Joystick movement was too fast in controller selection screen.
- FIXED: Players bar were messed up when going on level 2 if some players died in the previous level.
- FIXED:
Players dead during the first level were present in the second level as well.

New version 0.2.3 online


- NEW: New heroes stats screen during Title Page.
- NEW: Heroes faces are now displayed next to the stats during the game.
- NEW: New heroes animations when they are tired (stamina = 0)
- NEW: Players and monsters speed reduced when tired
- NEW: Time bar with players level position

- UPDATE: Created a smaller font

- FIXED: Gamepad/Joystick movement was too fast in controller selection screen.
- FIXED: Players bar were messed up when going on level 2 if some players died in the previous level.
- FIXED: Players dead during the first level were present in the second level as well.

New testing



Testing heroes stats on start screen, portraits and tired animations for 64x64 ill-fated.

What do you think about it?

(Edited 1 time)

New testing



Testing heroes stats on start screen, portraits and tired animations for 64x64 ill-fated.

What do you think about it?



Testing heroes stats on start screen, portraits and tired animations for 64x64 ill-fated.

What do you think about it?

New version 0.2.2 online



The new version 0.2.2 has been uploaded.

Here the changing:

V.0.2.2

NEW: Added sound effect when players and monsters fall out cliffs or similar.
UPDATE: Added new lighting for Rogue, Cleric and Mage.
UPDATE: Now Mage use also Mind while attacking and recover it slowly. Be careful to don't drain it!
UPDATE: "Bullets" are stopped by scenic elements.
UPDATE: Larger depth of walking area.

FIXED: Fireball collision.
FIXED: Dim-light in the cave.
FIXED: Light source now disappear when players fall.
FIXED: Sprite overlapping due to the depth was sometime imperfect.

Enjoy the new version!

New version 0.2.2 online



The new version 0.2.2 has been uploaded.

Here the changing:

V.0.2.2

NEW: Added sound effect when players and monsters fall out cliffs or similar.
UPDATE: Added new lighting for Rogue, Cleric and Mage.
UPDATE: Now Mage use also Mind while attacking and recover it slowly. Be careful to don't drain it!
UPDATE: "Bullets" are stopped by scenic elements.
UPDATE: Larger depth of walking area.

FIXED: Fireball collision.
FIXED: Dim-light in the cave.
FIXED: Light source now disappear when players fall.
FIXED: Sprite overlapping due to the depth was sometime imperfect.

Enjoy the new version!

Thank you for playing! :-)

#LOWREZJAM 2017 - VICTORY!



Yes, 64x64 ill-fated didn’t reach first place, or even close during the #lowrezjam 2017. But from our point of view, we still had great success. Let’s see why.

The primary point is that people outside the competition were enjoying the game and many were encouraging us to keep developing it. This by itself is the best prize we could get, the interest in seeing how this game could evolve. This means that our game has potential to become a really enjoyable complete game, and we are really excited about it!

From my personal point of view, by spending more time with the software, I can become more confident to push myself outside my comfort zone to create and try more. Last year I worked alone on 64x64 UFOs, as a short break from the development of The Outermost Bastion. I only gave myself 15 hours, out of the 2 weeks allocated, to spend on the jam. In that weekend, I managed to create a fully completed working game that reached the overall position of 241, out of 386 entries.

This year 64x64 ill-fated reached 45th out of 235 entries, a big jump forward on the rating, but that’s not what I enjoyed most. I got most satisfaction from managing to create a beat ‘em up in two weeks, when I believed it would be beyond my current capabilities. The game has 2 levels this time, a level up system, characters with different behaviours and stats, and monsters too. I even managed to set it up with local multiplayer, up to 4 people! The level design was a relatively small and simple challenge by itself, but I really enjoyed the opportunity to play around with parallax more extensively this year. Lysa’s help with the art was precious, and gave the game a nice and enjoyable feeling to it, even when the players and monsters were only 8x8 pixel sprites.

The game wasn’t perfect, it had some bugs, but the core mechanics are quite solid. That’s another point that makes me proud of myself, even if others cannot see it. The basic core of the game is quite solid and easily expanded to include more things like new characters, monsters, levels and so on. Normally during a game jam there isn’t time to make neat code, as long as it works, it is fine. It just needs to be a game that can pass the competition, not the long future. However, 64x64 ill-fated is already neatly packaged, making it a good starting point for quick future developments.

From Lysa Radvan’s point of view:

“This is the first time I’ve ever done a game jam, and even though I only did the art for the game, I thought it was a pretty challenging, yet fun experience. I’m relatively new to the whole game art scene and thought this was an absolutely wonderful opportunity for me to develop my skill in another art medium. Simone’s been asking me to do a jam with him for over a year now, and I’m glad I said yes for this one because it was a great excuse and motivational tool to get me to be creative. I wish I could have done more for Simone considering he did, in my opinion, all the hard work, but other work came first unfortunately. I’m hoping we can spend more time on this game later on to develop it further because, for one, its super fun to create something and actually be able to interact with it. And two, it’s very satisfying seeing other people enjoy something you create, it gives you a purpose. I hope everyone that got to play the game enjoyed it, and even if you didn’t, criticism is ALWAYS welcome and appreciated!

Many thanks to Simone for doing so much work and for being patient with me when I had other work priorities!”

To conclude, I really appreciate the collaboration with Lysa, we did a pretty good and solid job, and people are having fun with it. There are good chances that this game will see future developments, and the first bug fixed version was even uploaded the other day. The next goal is to create a new “director’s cut” version. It will include all the features that the game was supposed to have during the jam, but we simply couldn’t include due to priorities in our private lives, and time consumed from fixing nasty bugs.

If you would like to see more development on 64x64 ill-fated, please stay in touch with us and let us know what you think. This is the best help you can give us. Thank you!

Simone Tropea
Biim Games

#LOWREZJAM 2017 - VICTORY!



Yes, 64x64 ill-fated didn’t reach first place, or even close during the #lowrezjam 2017. But from our point of view, we still had great success. Let’s see why.

The primary point is that people outside the competition were enjoying the game and many were encouraging us to keep developing it. This by itself is the best prize we could get, the interest in seeing how this game could evolve. This means that our game has potential to become a really enjoyable complete game, and we are really excited about it!

From my personal point of view, by spending more time with the software, I can become more confident to push myself outside my comfort zone to create and try more. Last year I worked alone on 64x64 UFOs, as a short break from the development of The Outermost Bastion. I only gave myself 15 hours, out of the 2 weeks allocated, to spend on the jam. In that weekend, I managed to create a fully completed working game that reached the overall position of 241, out of 386 entries.

This year 64x64 ill-fated reached 45th out of 235 entries, a big jump forward on the rating, but that’s not what I enjoyed most. I got most satisfaction from managing to create a beat ‘em up in two weeks, when I believed it would be beyond my current capabilities. The game has 2 levels this time, a level up system, characters with different behaviours and stats, and monsters too. I even managed to set it up with local multiplayer, up to 4 people! The level design was a relatively small and simple challenge by itself, but I really enjoyed the opportunity to play around with parallax more extensively this year. Lysa’s help with the art was precious, and gave the game a nice and enjoyable feeling to it, even when the players and monsters were only 8x8 pixel sprites.

The game wasn’t perfect, it had some bugs, but the core mechanics are quite solid. That’s another point that makes me proud of myself, even if others cannot see it. The basic core of the game is quite solid and easily expanded to include more things like new characters, monsters, levels and so on. Normally during a game jam there isn’t time to make neat code, as long as it works, it is fine. It just needs to be a game that can pass the competition, not the long future. However, 64x64 ill-fated is already neatly packaged, making it a good starting point for quick future developments.

From Lysa Radvan’s point of view:

“This is the first time I’ve ever done a game jam, and even though I only did the art for the game, I thought it was a pretty challenging, yet fun experience. I’m relatively new to the whole game art scene and thought this was an absolutely wonderful opportunity for me to develop my skill in another art medium. Simone’s been asking me to do a jam with him for over a year now, and I’m glad I said yes for this one because it was a great excuse and motivational tool to get me to be creative. I wish I could have done more for Simone considering he did, in my opinion, all the hard work, but other work came first unfortunately. I’m hoping we can spend more time on this game later on to develop it further because, for one, its super fun to create something and actually be able to interact with it. And two, it’s very satisfying seeing other people enjoy something you create, it gives you a purpose. I hope everyone that got to play the game enjoyed it, and even if you didn’t, criticism is ALWAYS welcome and appreciated!

Many thanks to Simone for doing so much work and for being patient with me when I had other work priorities!”

To conclude, I really appreciate the collaboration with Lysa, we did a pretty good and solid job, and people are having fun with it. There are good chances that this game will see future developments, and the first bug fixed version was even uploaded the other day. The next goal is to create a new “director’s cut” version. It will include all the features that the game was supposed to have during the jam, but we simply couldn’t include due to priorities in our private lives, and time consumed from fixing nasty bugs.

If you would like to see more development on 64x64 ill-fated, please stay in touch with us and let us know what you think. This is the best help you can give us. Thank you!

Simone Tropea
Biim Games

New version 0.2.1 online


The new version 0.2.1 has been uploaded. Here the changing:

FIXED: The game restart properly once all the players die.
FIXED: Sometime the gamepad/joystick didn't make the players move properly up and down.
FIXED: Collision box for Player 3 and 4.
FIXED: Collision box for Goblin.
FIXED: Collision box for Boss Monsters. Now they move more freely around all the levels.

Enjoy the new version!

New version 0.2.1 online


The new version 0.2.1 has been uploaded. Here the changing:

FIXED: The game restart properly once all the players die.
FIXED: Sometime the gamepad/joystick didn't make the players move properly up and down.
FIXED: Collision box for Player 3 and 4.
FIXED: Collision box for Goblin.
FIXED: Collision box for Boss Monsters. Now they move more freely around all the levels.

Enjoy the new version!

Thank you @subliminalman did you had a chance to try the game? What are your impressions about it? :)