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Found 6 results

  1. Hello everyone, I am pleased to officially announce the game that I have been working on alone for more than 4 years. The alpha for testing would come in a few months and in the future it is planned to launch on Steam. https://meganiaonline.com/ Why a new MMORPG? During my gamer career I have played in hardcore mode more than 500 titles, and although not all of them have been bad ... in general the experience could have been improved, for example: No pay to win Transparency during development (updates are released almost daily on discord) Expect titles that are announced and never come to light Continue to provide content and do not abandon it after a few months of use Endgame more durable, healthy and with variety to do Interesting leveling and not an obligation to reach the highest level Immersive adventure, if you die you drop unbound objects. What is Megania Online? A 2d mmorpg that features classic rogue-like elements and top down rpgs. Well-defined, old-school classes (Warrior, Archer, Druid, and Wizard) Cartoon-type combat animations (Boom! Zap! WoW! ...) PvP in open world and instantiated (Battlegrounds) Guild system Bank and exchange of objects between players Skills by class, potions and runes to get you into adventure Very dark caves and importance of torch and spells Crafting equipment and consumables Since it is a solo project, my time to record videos and upload them is limited, so I cannot provide much gameplay (I spend about 10 hours a day developing it, sometimes even more). For now I prefer to focus on advancing with the content (maps, monsters and objects, to have an alpha with quality and fun. I encourage you to join the discord (or another social network) and see the progress from there, THERE IS NO SPAM, just an image, gif or daily / weekly entry. Social media Discord: https://discord.gg/FTjmeRE2UE Facebook: https://www.facebook.com/Megania-Online-2d-Mmorpg-109441028012278 Instagram: https://www.instagram.com/meganiaonline/ Twitter: https://twitter.com/meganiaonline Since I have previously suffered a project theft attempt, I am not looking for co-owners but could accept collaborators for content management, discord / network moderation, advertising or simply contribute ideas. In any case, I encourage you to follow the development and contribute your ideas and impressions! See you in MEGANIA ONLINE !!! Some gameplay preview (In alpha we will record the official trailer video, with a massive battle. Feel free to join us if you want to appear in trailer) https://www.youtube.com/embed/WFlsJC__ssM Some pics
  2. Part01: https://www.youtube.com/watch?v=ejStfmwNYtw Part02 https://www.youtube.com/watch?v=y8VxmAG5DYM
  3. Hi everyone, I’ve begun creating 2D game art that you are welcome to freely use in your projects. Some is pixel art, some is derived from 3D objects that I created, and others are backgrounds that might be useful in visual novels and interactive fiction. You’ll find them on my new “ART” pages on my website: http://soundimage.org The art pages are located at the bottom of the menu list on the right side of the screen. At this point I’m experimenting with different styles and methods so hopefully I will be able to offer a good variety of things. Please feel free to modify / edit as needed. If you happen to find any of these images helpful and decide to use them, please attribute me in the “game art” section of your credits area. Enjoy!
  4. Hey everyone! I'm also learning to make games, but as an artist, not a coder. This thread will (hopefully) be a record of my progress. I don't actually have any work in the industry yet, but hopefully I can get there! Enjoy!
  5. [DevLog] Honeycomb

    This started off a bit of a silly project. There wasn't really much "game" to this, it originally started as experimenting with Graphics2D in Java. http://gorbles.itch.io/honeycomb-beta That's the new beta release, with all the updates listed below and on that page. Milestones ALPHA (DONE) :: The initial goal was something simple, get a renderer on its own thread running the game graphics. Add a game state for each render group; pre-game, ingame, end-game, etc. Mess about with KeyListeners and the like, develop a system to delegate them down to the data model. At this point I was just testing it by adding fun spinning 2D shapes that spin. Let's make it so you can click on them too! As the game idea formed in my head, I added a variable lifetime to each shape so they "die" eventually. BETA (IN-PROGRESS) :: Make the UI not terrible. (DONE) Make the ingame art not terrible. (DONE?) Build a graphical font system! (DONE) Add a tiny amount of balance to the gameplay. Clicks give more points than dragging. (DONE) Add bigger shapes that have unique effects (for <good marketing> and <player retention> ). Add a countdown to game start. Add more art, a friend suggested bees. OH GOD THE BEES. RELEASE :: Polish? Performance pass (game is quite CPU-bound, fixed step renderer struggles on low-clocked CPUs) Java Stuff I'm not here to blow any minds, really. My next developer (b)log will probably be more around the art side of things, building interfaces, practising complicated pixel art scenes, and so on. I've got a lot of that I need to do to build a working game with some of the tech I have. The developer intent behind this was to explore the Graphics2D API, and to push my knowledge with that forwards. I'm pretty adept in building data-driven systems (my day job is web services over Tomcat, etc, and many other bits and pieces) and I've done enough work with the javax.Swing library to never make me want to do any more work in Swing (you only need a few hours in this to put you off for life, but I've managed a few years). Will probably add more posts to this with the details of some of my nicer (?!) classes. Art Stuff I mainly do pixel graphics; I don't have a tablet nor do I have the time to justify that kinda purchase. Pixel art I can do on my phone (found a great app for it) and I can practise it well enough when bored at my home PC. I don't always expect it to be great, but it matches up well with simple geometry, so why the hell not?
  6. Velocity 2x

    This is a recent addition to PS+ that has taken me by surprise. Not only did it hit PS+ on its release date, but its really good. Velocity 2x is basically a shmup and a 2d platformer, where you switch between your ship, and your character to enter space stations in order to open up more areas for your ship to go, which are gated by force fields. So no only is it 2 cool genres within one game, but as the title suggests, it's all about speed. The aim of most levels is to do it as fast as possible, and you have a bunch of tricks to help you. There's a teleport that can be used in both the shmup and platformer stages. It's mainly for traversal through walls, but can also be used to get through the levels way faster. The shmup sections also have a boost, which lets you move the screen. So the player controls the screen scrolling. There are leader boards too, so get to it! Especially if you have PS+, since this fantastic game is free for both PS4 and vita. Platforming: Shmup: