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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!
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!
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?
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: