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Found 115 results

  1. Desktop HTML5 demo{a phone at the level of iphone6 can handle the game flawlessly though, anything less, not so much} http://www.rayburst.net/125testing/RB07/index.html These are the controls:(in asdw, hjkl, and uiop groups) ASDW = Movement H = Special Attack J= Normal Attack K= Signature Movement (Propulsion, hovering, and flying.) L= Power Up (All the others) / Reload (Phreit Nor's gun) U = Angle Control / Tech Powerup {Grafto} I = SKILL switch {Gotta be over lv.1, Max level is 6 for 7 skills per character at lv6. You buy books from the turtle under Adventure>Shop) O = Energy recooperation {The yellow bar, also works on the red bar, which is the equivalent of acid build up in your muscles) P = Zoom in / out Spacebar = Inventory where you use gems to increase offense or defense. More gems equals more time powered up. This game has a level of depth, rather than being a 1 to 2 button masher, for example, H+J will combo into a new move depending on the character, such as Phreit Nor's Tri-Assault gatling or Grafto's loop-de-loop off a Power Joust. Gamesalad, the engine I used, has an html5 export, I'm not sure how it compares to game maker studio's or construct2's html5 export. I've been able to use the html5 files to wrap and create a standalone executable for Windows using Crosswalk. I plan to eventually make a steam game via this or a similar method: Steam "concepts" page: http://steamcommunity.com/sharedfiles/filedetails/?id=658022904 Trailer:
  2. Created a game based on machine learning. Allows people to create their own map and artificial neural network will try to learn its pattern and create map based on player's gameplay. Have Fun!https://www.youtube.com/embed/4sL2Pw1f6Ck http://touchofblood.com/ Enjoy!
  3. Hi everyone, I'm starting to work on a new game that will be open-source with a blog component sort of coupled together with the game, and I was wondering if people take similar approaches to developing games as they do more general software. With games (in this case an adventure-RPG platformer), there's a ton of stuff that needs to be done, such as: Plot development Character profiles and world design Making actual assets such as sprites, tilesheets, and (although I think this can be added last) music & sfx Designing special gameplay mechanics (which I think can be inspired by aspects of the plot, ie: cool items that give you powers that make align with the context of the story) Implementing basic gameplay stuff, ie: maps, preloading, physics, menus, inventory system, tilesheets, world travelling, etc. (MADE WAY EASIER by awesome frameworks such as Phaser ) Implementing the special gameplay mechanics There's certainly more than what I listed above, but the point is there's a lot to do. While a waterfall development approach would work, wherein you do everything step by step ordering stuff by what depends on what, I've found in past experiences that it's pretty easy to get bogged down in this approach. There's a good chance that this is because my favourite (and I'm guessing a lot of your favourites as well) part of the whole process is the development. That's why I've been thinking that a more agile workflow might be a good way to keep yourself engaged with your own project (instead of jumping around from new project to new project, without really getting much done). An example of this might look like: Not 100% sure what the entire plot is yet, but I know what the main character should look like The MC is going to need to walk around in a 2D sidescroller environment, let's code that w/ some dummy sprite Alright! Working well with a dummy sprite, time to animate a decent sprite of our character (3 weeks later) Phew, those 20 frames were tough, but we've got it! Look how awesome that MC looks!! And you continue to sort of compartmentalize different parts to keep up your velocity. As I'm writing this I'm starting to realize it might be kind of nuts to go it alone. Maybe I should rename this thread to "anyone wanna collab..?" TL/DR: What design-development approaches have you taken when creating a game? How did they work out? How have you kept yourself organized & engaged while creating a solo project with many components?
  4. Hello! I am currently developing a game called Improbable Game. It is a platformer with improbable difficulty. It is, or so I have heard from the people who have tested it, frustratingly fun and addictive. I am looking for suggestions and feedback. Thank you! Link:http://gman6500.github.io/improbableGame/
  5. I'm using P2 physics and I want to disable gravity for some sprites but not all. I've noticed that local gravity is currently unimplemented. I've tried using velocity.y instead of gravity, but it doesn't have the same effect (sprites will float up after reaching the ground). Does any one know how to do this?
  6. Hi everyone! I've been playing with the Phaser framework for a few months now and have recently released my first game on both mobile devices as well as web browsers. The game was developed using Phaser and Tiled for the level design. I've also used the CocoonJS wrapper to submit to the app stores. I'll leave you with a description for the game below, as well as some screenshots and links to play it. Description: Join our hero in his quest, raiding through dangerous ruins in search for the most precious relics. Move fast, avoid the obstacles and collect all coins to reveal the hidden treasure in each level. Features: - Addictive gameplay where timing is key - 20 challenging levels filled with treasure - Beautiful Pixel Art style graphics Screenshots: Links: Android Version: http://tinyurl.com/treasure-hunter-android iOS Version: http://tinyurl.com/treasure-hunter-ios Browser Version: https://jmarques.itch.io/treasure-hunter Suggestions are always welcome! I hope you enjoy the game!
  7. A game in a series of small games about Spiderman I made for Marvel a year ago. Enjoy! http://spiderman.marvelkids.com/games/spider-man-rescue-mission
  8. Hi there! I want to share MightyFingers latest game Jelly Fall. Jelly Fall is a simple game where main character falls in never ending tunnel full of obstacles. Collect coins and power-ups but avoid spikes and saws. On desktop computers use arrow left/right/down to move jelly, for mobile there are special buttons. Difficulty is set depending from depth you are. More deeper you get higher falling speed and more spikes. Link: http://mightyfingers.com/games/jellyfall/ Screenshots: I didn't created any sophisticated algorithm for placing obstacles, just ton of patterns and smart random which repeats them over and over. Btw, for creating patterns I've used our recently launched editor http://mightyeditor.mightyfingers.com/
  9. Hello! My second Phaser game, Gift Rush, has hit the Google Play and Amazon Appstore (coming soon on Apple Appstore)! The game is FREE and does NOT have any ADS... it's a Christmas game after all. The plot: Grinch has stolen all of the Christmas presents. Follow the trail of presents and collect as many as you can to save Christmas. Instructions: Tap the screen to change platforms, collect presents & power ups and avoid icicles. Google Play: https://play.google.com/store/apps/details?id=eu.roninmobile.giftrush Amazon Appstore: http://www.amazon.com/Ronin-Mobile-Save-Christmas-Gift/dp/B019LWFLFG Hope you guys enjoy it... and Marry Christmas!
  10. Sequel to Ludo's Quest is out on iOS. https://itunes.apple.com/us/app/ludos-quest-free-santa-to/id1065491204 This time Ludo must save Santa from the grip of Vandaft. Free to play, no ads, no in-app purchases. Written in Javascript using Backbone Game Engine (framework based on Backbone JS). Released using Cocoon.io's Canvas+. You can also play it online. --Martin
  11. Noid

    Pichon

    Pichón is a puzzle platformer where you play as a chubby bird that's constantly bouncing. Fast reflex and good timing will allow you to sort obstacles, activate secret passages and collect the necessary gems to be able to open the door at the end of each level. This is my first Phaser Game and it's available right now on Google Play. Trailer: https://youtu.be/LfQ3gTSyaJo Store URL: https://play.google.com/store/apps/details?id=com.purpleghost.pichonfull Press Kit: http://indieghost.com/press/sheet.php?p=pichon
  12. I've got a Beta version of my upcoming Xmas installment to Ludo's Quest for iOS. Looking for feedback on main character jump mechanics. Play here and skip to level 2 or beyond (level one is a tutorial). http://www.ludosquest.com/xmasplay Notably, some open questions: 1) Is Double Jump well implemented? Upon falling, the double jump is no longer possible. There is a grace period. Is it enough. 2) You bounce off the head of enemy characters. Hold the jump button to bounce higher. Should double jump be allowed here? Any other feedback welcome, --Martin
  13. Hi guys, I made this little game from scratch. My focus is to create a short game where it can be enjoyed for 1-3 minutes. Something that I'll play when i'm waiting for my instant noodle to cook.... Anyways, since i don't have a website of my own, I uploaded to Kongregate, i hope that's alright. http://www.kongregate.com/games/evangelionli/my-friend-chicken Let me know if you can find the little Easter egg i hid in there, or any feature that this game should include! thanks guys!
  14. Hi, I'm working on a simple platformer and I'm trying to get the player to play his idle animation when a timer reaches 0. I looked at the Basic Repeat Event example to get a sense of things. I tried two ways but didn't get the correct results. V1: Sprite will flicker with the first frame of the idle animation, but does not play it through. function create() { player.animations.add('idle', [4, 15], 10, false); game.time.events.repeat(Phaser.Timer.SECOND * 2.5, 10, idleAnim, this);}function idleAnim() { if (player.body.velocity.x === 0 && player.body.touching.down) { player.animations.play('idle'); }}V2: After the timer ticks, nothing happens until I move my character left or right, in which case, he gets stuck in the first frame of the idle. var goIdle = 0;function create() { player.animations.add('idle', [4, 15], 10, false); game.time.events.repeat(Phaser.Timer.SECOND * 2.5, 10, idleAnim, this);}function idleAnim() { if (player.body.velocity.x === 0 && player.body.touching.down) { goIdle = 1; } else goIdle = 0;}function update() { if (goIdle === 1) { player.animations.play('idle'); };I feel like I'm missing something totally obvious. Also, as a side note, does the repeat function need to have a repeat count? Could I leave that out if I wanted it to tick infinitely? Thanks!
  15. Hello everybody, here is my new and first game launched on Google Play, it's called "Da Box"! URL: goo.gl/PFvjuO It's a puzzle/platformer, using one finger to play. It's really easy to learn, but somehow hard to master! It was made using Construct 2 (for the most part, some coding was done for additionnal stuff) and it uses the Crosswalk Webview for the best compatibility. I hope you'll like it, and don't hesitate to comment, give me suggestions/feedback and share! Enjoy Here are some screenshots:
  16. Hello, I'd like to introduce you my new game Gold'n'Zombies. The basic goal is to collect all gold nuggets, find hidden treasures and don't die. It's a platformer game with platforms, ladders, ropes, elevators, teleports, zombies, etc. but with one exception - you can't jump. Instead of jumping you are able to dig holes. You can fall through those holes or you can use them as traps for zombies which are trying to catch you. Everyone who is interested can try a demo here: http://games.1-easysoft.com/GoldNZombies/
  17. Hi guys, I need some help with this game I'm working on. I've created a platformer map with Tiled and I'm trying to get the game to work with phaser, but it just doesn't work. I get an error code saying: Phaser.Tileset - image tile area is not an even multiple of tile size and another error repeating 5 times saying Tilemap.createLayer: Invalid layer ID given: null The code (commented out codes are a little messy) is as follows. Please help. I also would like to make one of my tile maps solid and would like to know how. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>WeWork Game</title> <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script> <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style> </head> <body> <script type="text/javascript"> var game = new Phaser.Game(/*2084, 1989*/1200, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, /*render: render*/ }); function preload() { // game.load.image('platform', './objects/platform.png') // game.load.image('background', './background/background.gif'); // game.load.image('ground', './objects/platform.png'); game.load.image('stars', './objects/energy.png'); game.load.spritesheet('zero', './characters/zero.png', 50, 50, 2); game.load.tilemap('myTilemap', './background/tilemaps/tilemap.json'); game.load.image('myTileset', './background/tilemaps/bg.png'); } var player; //var platform; var cursors; var map; var backgroundLayer; var blockLayer; var patches; var stars; var score = 0; var scoreText; function create() { map = game.add.tilemap('myTilemap'); map.addTilesetImage('bg.png', 'myTileset'); blockLayer = map.createLayer('solids'); backgroundLayer = map.createLayer('cosmetics'); patches = map.createLayer('backing'); // We're going to be using physics, so enable the Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); // A simple background for our game // game.add.sprite(0, 0, 'bg'); // The platform group contains the ground and the 2 ledges we can jump on //platform = game.add.group(); // We will enable physics for any object that is created in this group //platform.enableBody = true; // Here we create the ground. //var ground = platform.create(0, game.world.height - 70, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) //ground.scale.setTo(1, 1); // This stops it from falling away when you jump on it //ground.body.immovable = true; // Now let's create two ledges //var ledge = platform.create(500, 350, 'ground'); //ledge.body.immovable = true; //ledge = platform.create(-300, 270, 'ground'); //ledge.body.immovable = true; // The player and its settings player = game.add.sprite(55, game.world.height - 150, 'zero'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.gravity.y = 400; player.body.collideWorldBounds = true; // Our two animations, walking left and right. player.animations.add('left', [1, 2, 3, 4, 5], 5, true); player.animations.add('right', [0, 1, 2, 3, 4, 5], 30, true); // Finally some stars to collect stars = game.add.group(); // We will enable physics for any stars that is created in this group stars.enableBody = true; // Here we'll create 12 of them evenly spaced apart for (var i = 0; i < 12; i++) { // Create a stars inside of the 'stars' group var star = stars.create(i * 70, 0, 'stars'); // Let gravity do its thing star.body.gravity.y = 300; // This just gives each stars a slightly random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } // The score scoreText = game.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#FFFFFF' }); // Our controls. cursors = game.input.keyboard.createCursorKeys(); //Command that uses camera to follow player //game.camera.follow(player); } function update() { // Collide the player and the stars with the platform //game.physics.arcade.collide(player, platform); //game.physics.arcade.collide(stars, platform); // Checks to see if the player overlaps with any of the stars, if he does call the collectstars function game.physics.arcade.overlap(player, stars, collectstars, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.animations.add('stand', [0, 1, 2, 3], true); player.animations.add('stand', [0, 1, 2, 3], true); } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -450; } if (scoreText.text == 'Score: ' + 120) { //delete(scoreText.text); game.add.text(50, 50, 'CONGRATULATIONS!!! You have collected ALL the Energy Orbs!', { fontSize: '32px', fill: '#FFFFFF' }); //game.add.text(25, 25, 'CONGRATULATIONS!!! You have collected ALL the Energy Orbs!', {fontSize: '50px', fill: '#FFFFFF' }); } } function collectstars (player, stars) { // Removes the stars from the screen stars.kill(); // Add and update the score score += 10; scoreText.text = 'Score: ' + score; } /*function render() { game.debug.cameraInfo(game.camera, 32, 32); game.debug.spriteCoords(player, 32, 500); }*/ </script> </body> </html>
  18. Hey guys, new kid here. The name of my feature is "Lord of Cheeseburger", a vintage homage to the great late 1980s, very arcade-y & goofy. You play as an alien chef who crafts burgers by collecting 1)Burger 2)Cheese 3)Patty (in no particular order) while avoiding eerie alien monsters with the munchies. You can Double Jump, in this Single-Frame Platformer reminiscent to the 1st Mario Bros Arcade game. Complete the Burger Quota to move onto the next level so you can become the Lord of Cheeseburgers! gamejolt.com/games/arcade/lord-of-cheeseburger/40522/
  19. Hi guys, I need some help with this game I'm working on. I've created a platformer map with Tiled and I'm trying to get the game to work with phaser, but it just doesn't work. I get an error code saying: Phaser.Tileset - image tile area is not an even multiple of tile size and another error repeating 5 times saying Tilemap.createLayer: Invalid layer ID given: null The code (commented out codes are a little messy) is as follows. Please help. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>WeWork Game</title> <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script> <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style></head><body> <script type="text/javascript"> var game = new Phaser.Game(/*2084, 1989*/1200, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, /*render: render*/ }); function preload() { // game.load.image('platform', './objects/platform.png')// game.load.image('background', './background/background.gif');// game.load.image('ground', './objects/platform.png'); game.load.image('stars', './objects/energy.png'); game.load.spritesheet('zero', './characters/zero.png', 50, 50, 2); game.load.tilemap('myTilemap', './background/tilemaps/tilemap.json'); game.load.image('myTileset', './background/tilemaps/bg.png'); } var player;//var platform;var cursors; var map;var backgroundLayer;var blockLayer;var patches; var stars;var score = 0;var scoreText; function create() { map = game.add.tilemap('myTilemap'); map.addTilesetImage('bg.png', 'myTileset'); blockLayer = map.createLayer('solids'); backgroundLayer = map.createLayer('cosmetics'); patches = map.createLayer('backing'); // We're going to be using physics, so enable the Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); // A simple background for our game // game.add.sprite(0, 0, 'bg'); // The platform group contains the ground and the 2 ledges we can jump on //platform = game.add.group(); // We will enable physics for any object that is created in this group //platform.enableBody = true; // Here we create the ground. //var ground = platform.create(0, game.world.height - 70, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) //ground.scale.setTo(1, 1); // This stops it from falling away when you jump on it //ground.body.immovable = true; // Now let's create two ledges //var ledge = platform.create(500, 350, 'ground'); //ledge.body.immovable = true; //ledge = platform.create(-300, 270, 'ground'); //ledge.body.immovable = true; // The player and its settings player = game.add.sprite(55, game.world.height - 150, 'zero'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.gravity.y = 400; player.body.collideWorldBounds = true; // Our two animations, walking left and right. player.animations.add('left', [1, 2, 3, 4, 5], 5, true); player.animations.add('right', [0, 1, 2, 3, 4, 5], 30, true); // Finally some stars to collect stars = game.add.group(); // We will enable physics for any stars that is created in this group stars.enableBody = true; // Here we'll create 12 of them evenly spaced apart for (var i = 0; i < 12; i++) { // Create a stars inside of the 'stars' group var star = stars.create(i * 70, 0, 'stars'); // Let gravity do its thing star.body.gravity.y = 300; // This just gives each stars a slightly random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } // The score scoreText = game.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#FFFFFF' }); // Our controls. cursors = game.input.keyboard.createCursorKeys(); //Command that uses camera to follow player //game.camera.follow(player); } function update() { // Collide the player and the stars with the platform //game.physics.arcade.collide(player, platform); //game.physics.arcade.collide(stars, platform); // Checks to see if the player overlaps with any of the stars, if he does call the collectstars function game.physics.arcade.overlap(player, stars, collectstars, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.animations.add('stand', [0, 1, 2, 3], true); player.animations.add('stand', [0, 1, 2, 3], true); } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -450; } if (scoreText.text == 'Score: ' + 120) { //delete(scoreText.text); game.add.text(50, 50, 'CONGRATULATIONS!!! You have collected ALL the Energy Orbs!', { fontSize: '32px', fill: '#FFFFFF' }); //game.add.text(25, 25, 'CONGRATULATIONS!!! You have collected ALL the Energy Orbs!', {fontSize: '50px', fill: '#FFFFFF' }); } } function collectstars (player, stars) { // Removes the stars from the screen stars.kill(); // Add and update the score score += 10; scoreText.text = 'Score: ' + score; } /*function render() { game.debug.cameraInfo(game.camera, 32, 32); game.debug.spriteCoords(player, 32, 500); }*/ </script> </body></html>
  20. Warning : if you play with the Safari browser, you can experiment some weird bugs. I recommend Firefox. Hello everyone. This is my first post on that forum, sorry if I didn't introduce myself, I'm ridiculously shy and I easily feel uncomfortable. So, just to be polite : I'm 26, my name is Franck, I am french and I am dreaming of making video games since I am a child. Well, enough of that, here is my game. No Happiness World. This is my really first game. I used the physics motor Phaser, and the software Tiled to do the level design. I used MSPaint and Gimp to do the design. And everything else is by me, I did it all alone. So ! Let me introduce my game. No Happiness World is an old school typed Metroidvania platformer with ultra minimalist, black and white graphics. You are trapped in an unhappy, lifeless world and try to escape. Caracteristics : MinimalistShort scenarioAbout 20 minutes to clear the game assuming you know the walkthough (else it's longer)A good ending and a bad ending. The good ending is harder to reach and requires to explore everything and to think.Three power-ups, a forth one if you want to reach the good ending.Strong work on the level design.Automatic save when you change level. Save is deleted when you reach an ending. I am a level designer and I am a game developer, I am neither a game music composer nor a game designer. I put all my efforts on the level design, remember that I am alone and this is just my first game, so I can not be experimented. Actually, I have some ideas for further games. You can play it here : http://www.kongregate.com/games/FKombre/no-happiness-world I'll submit it elsewhere depending of the feedbacks. Three screenshots (on attached thumbnails) Edit 21h53 : link has changed.
  21. Hey everybody, I quickly wanted to share a project I've been working on, It's for my class "Distributed Systems" at university. My lecturer was kind enough to give me some creative freedom, so I decided to build an experimental multiplayer demo of Super Mario Bros using HTML5 technologies. It uses a Peer to Peer architecture leveraging WebRTC with the help from the excellent Peer.js. Some images: Technologies (client side): Phaser.js + Pixi.jsES6 using BabelPeer.js (WebRTC)Underscore.jsTechnologies (server side): Node.js with Express.jsPeerServerGruntSource Code: The source code is available on github: https://github.com/adelciotto/multiplayer-mario
  22. Hi all ! I've been working on a game called Kimis' Rescue. It's a platformer in which you control Komo, a little animal who needs to save his children. You can collect 3 different powers to achieve this goal : the blade, the hook and the hat. You can watch the trailer here : https://youtu.be/4XfBEteNh1E And you can play the demo here . This game has been done using the LREditor, from the LadybugRiders. Thanks for playing and feel free to comment PS : also, it seems the level selection menu is freezing on some computers but I have never been able to reproduce this behaviour. If someone having this problem could look in the console to see if there's an exception, that would be a huge help ! thanks ! ( refreshing the page seems to solve the issue)
  23. Pichón is a puzzle platformer where we control a character that's constantly bouncing. The player must solve puzzles and collect 5 gems to open the exit to the next level. Most of the mechanics are already there and I'm currently working on level design and some code refactoring. Once that's finished I'll work on the final art and sound(everything on this version is a placeholder) and polishing in general. Feedback is much appreciated! Play on Newgrounds: http://www.newgrounds.com/portal/view/653957 Latest dev build: http://lisandrolorea.com.ar/Pichon/ Dev log(english): http://www.indiedb.com/games/pichn Dev log(spanish): http://lisandrolorea.com.ar/blog/tag/pichon/ Facebook: https://www.facebook.com/PichonGame Twitter: https://twitter.com/noidexe
  24. Hello, i am working on this little retro 2d platformer, especially to study and improve my pixel art abilities. I use the c64 color palette & 8x8 tiles to achieve a retro look. You can already test/play some levels at itch.io -> http://chupup-games.itch.io/jump-boy
  25. Hello good people! Check out and give feedback of my puzzle platformer. I'm sorry, the menu is in finnish, but ill give you a clue: "Pelaa!" = "Play!" http://yle.fi/galaxi/katko/