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A member registered Mar 31, 2016 · View creator page →

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Fun little bullet heaven game, I got some nasty RNG on the first several tries, each one was the boss which instant killed me each time. But I got some better contracts and got a lot further in. Definitely would like to see this expanded upon with multiple contracts with their own reward types for things like DPS/Health etc

Love the art style and the quick reset nature of the game, was hard to understand what order I should of been doing things but the quick resets helped a lot. A very fun short game, very much appreciated being able to skip ahead to levels of I got stuck too long

A bit worrying when you start a game up and the first thing you see on screen is "NO SPIDERS DETECTED",  fun little gameplay loop, managed to get to 500. Visually a little hard to see but I realized I could carry 2 things at once which helped

Interesting reverse frogger, I was wondering what truck was Truck-kun and... well that became clear quickly

Was an interesting game loop, the head bobbing was really intense, the components while not super hidden were hard to find in the grass area, I think if you had an extra 2-3 of them that would make your more likely to stumble onto enough. The enemies reacting to your microphone was a fun twist, I did however instantly die because I was testing it out haha

Very nice visuals and audio design, the concept was interesting though a little hard to pickup the concept The text was hard to read but I can see how with a few adjustments it could be a nice visual, the text took a bit of time to get into the game and let me trial and error myself. Nicely done!

I need a standalone Hell's Player in my life, if you death os in the game you OS in real life. Thank for jpeg skull, very scare

Thanks! It was definitely something I wish I had more time to experiment with as I was developing it, I had to restrain myself a bit as well as I also didn't want to overwhelm the player with new mechanics. I think the camera is definitely something that'd need more experimenting with to get a much better feel from it. Thanks for the feedback!

Love the art style on everything and the game feel, I can easily see this with more time being a much more fleshed out experience, what is here though is very polished

Thanks for playing! The inventory (Tab) has all the items and Logs you collect. You can easily read them again there, sorry that it was unclear.

Thanks, yeah there was a few issues last minute and a bit more direction would of been good.

Pixel Farmer

Genre: Construction and management simulation
A farm building game, grow crops and harvest them before they go out of season, hire more farmers and expand your farm! Been developed primarily myself and additional work done by 2 friends.

Screenshots:

  


Aug 07 -

I figured now that I've got a basic game running although not loop complete, I could show off a couple of shots of the progress. Pixel Farmer is a game based around the idea of running an expanding farm. Hiring farmers to increase your efficiency and handle more crops. Right now you can choose and tell your farmers where to plant crops, they will walk over, till the soil, sow, then water the plants. Every day plants need watering and you've got a limit window to grow seasonal plants so its a bit of a balancing act of how you use your time.

Still got to implement structure building and selling your plants. If there is still enough time left we're going to add farm Animals and if there is even more time left, using your crops and resources to produce products such as carton of milk or canned goods.

Its been really fun working within the constraints of the 64x64 window, coming up with artwork that is easily understood while not covering the screen with UI elements.

Hey Guys,
So far everyone's kind of come up with ways to do things in Unity but never really touch on the power of two resolution issue, so I'm posting my solution.

Auto Resolution: Download
So what the script does is if the screen height resolution isn't the power of two it loops down until a power of two number is reached, this works in windowed mode on the fly but I haven't made it update for full screen yet. But if you choose a higher than 1024 and full screen in the launcher it works fine. The idea being it always enforces the pixels on screen to be perfectly square at all resolutions.

Auto Resolution Note: You'll need something that deals with the 1:1 Aspect Ratio, I use Aspect Ratio Enforcer and it works perfectly. Also if you have a 1080p screen and it only appears at 512 when you maximize its because the window intersects with your task bar at the bottom of the screen.

So I've spent my whole day working out how to set this all up before even reading anything here. Every way seems to come with positives and negatives (Pixels and movement), the render texture technique seems good at first then you move around and pixels will disappear and reappear regardless of settings so that kind of killed that for me. I have a new way I'm going to setup that involves snapping the camera and the player visuals to the nearest int but have the actual player gameobject move around freely using Rigidbody2D, this allows the use of Physics built into Unity and not having to reinvent the wheel while retaining a solid pixel perfect feel. I'll could try to release my scripts if people are interested.