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Found 40 results

  1. Hello everyone, I hope you like isometric pixelart games, because this is one of them,. I grow up in the early 00' "playing" habbo hotel, and I really enjoyed the art behind this "social network" (yes, it is), so I decide on 2014 to create my own game, but I had several medical issues between 2014 and 2017. So at the beginning of the year I started the project again,with pixi.js... and that's it. I want to make a MMORPG. I played runescape a lot, years ago, but I want to create a original content, with not much influence from current mmorpg's, and I accept all kind of help and ideas. The game is currently in a closed INDEV, but in some moments, I send codes in the official discord (currently in spanish). twitter: http://twitter.com/voidpixel/ discord: http://voidpixel.net/ game: http://alpha.voidpixel.net/ github issue tracker: http://github.com/voidpixel/game/ I hope you like it. ❤️
  2. Hi, i present you my new game, created to Cyberpunk Game jam with construct 2. Cyberpunk Night Club is a management/simulation game with a little story, you have to play with the mouse, club evolve by buying equipment, make money and fight the enemies. It's Html5 game, playable in browser in itch.io : https://arludus.itch.io/cyberpunk-night-club https://www.youtube.com/watch?v=AwDFWMF48D0
  3. Hi all, I am a french full-stack developper and I am looking for a Graphic designer to make the game-ui design & pixel art for a project of mobile and desktop game on Kitesurf. Here is what I would like to propose in the game: -Challenges -Race -Classements -FreeStyle -Shop -Multi-player ... The base of the game is already in place but here I will need help on the graphics and character animation. I would like to do a little old-school project in pixel art in top view. Voila, if the project interests you, mp me here is some game ui that I find nice -> - https://www.pinterest.fr/pin/569423946634125639/ - https://free-game-assets.itch.io/free-game-user-interface - https://itch.io/queue/c/485871/gui?game_id=280236 - https://www.pinterest.fr/pin/460493130623071038/ - https://www.pinterest.fr/pin/353884483218659421/ - https://www.pinterest.fr/pin/460493130623071038/ - https://www.pinterest.fr/pin/519180663292757475/
  4. I've been struggling to find a bit of paid work lately, so I have been working on a set of assets that I intend on packing up into an asset pack, the character is in the style of a project that I am currently working on in Phaser 3 titled: "Karzak The Slayer" where you play as a barbarian that has had his victory feast stolen by some mischievous goblins. The tile are nothing alike that project's tiles but any way, I was hoping to supplement the income I have from the days or work I find labouring here and there or odd contracts and this was the best way I could come up with. I started thee project when I was homeless which wasn't too long ago, and a friendly donation from a member of a game development community helped me out of that situation, where I am now under a roof and attempting to get things back up and running, struggling to find work is quite stressful and having my laptop stolen recently, I lost much of the work I would have used for my portfolio, so I decided to start this as a new portfolio piece and as a potential trickle of funds that I would divert to things like my Karzak project IF it gets anywhere. I started this post because I don't quite know of anywhere to post about it, collect feedback or opinions and the like, being an artist I struggle to think of what a programmer or non-creative would consider when looking for a pack of assets for use in any kind of development. I have tried many places like the itch.io devlogs, facebook and other sources to attempt to get some feedback, but people just like or share and rarely read the posts on facebook, which doesn't help when you're seeking information! So if any of you have some time (I apologize in advance if this isn't a good place for this kind of post) I do have some questions not only regarding where would be best for this kind of discussion but about the pack itself (I will share links below) To consider purchasing an asset pack, what do you consider essential? When looking at a character's animation set for a project's prototype asset or final asset, what animations are rarely there when you're developing your prototypes and have bought an asset to use? Do you prefer to get a whole set of assets intended to be used together or do you mix and match? ... I do have more questions but I have a doctors appointment that I cannot miss and time is getting on, I will add more later. Asset Pack Previews: Album link - https://imgur.com/a/r4qs6Dy The above link contains animation previews of both the character and a handful of the enemies, UI previews and some basic tiles I've made. All of the tiles are at 16x16. Monkey Boy Character Asset: I genuinely struggled when it came to the character, I had no idea of what to create, my mind was completely blank, but I didn't want to sit around doing nothing and I hit a creative block in the level design for my project Karzak, so I felt that I needed a little break... Anyway, a random thought came to me about Monkeys and so I decided to make a Monkey-like-Man or as it turned out, boy, and that's how the character was spawned into existence. The style of Karzak was well received and that was just with the prototype art so I decided to use a similar style with these assets and I hope that is instilled in the character, these previews above are not finished though and will get a lot of polish before they are released, but that style will remain the same throughout. Hopefully you can tell that the run style is intended to be a man/boy mimicking a monkey's run. The animations that caused most issue where the jump which there isn't a preview for yet, and the death, I couldn't figure out how I wanted it to look, there will likely be multiple death animations eventually though as I intend on updating the pack a little even once the baseline set is polished and released. At first I wasn't quite sure about the character, I was really unsure in fact about how it looked but it grew on me and now I quite like it! The Snail Enemies: The idea is that these enemies would be able to transition to a vertical climb obstructing the player at times or causing the player to have to get hurt to avoid a greater or stronger enemy, but these blue ones can only move in one direction, whereas another coloured variant would be able to turn around and move the other way, following the direction of the player but sticking to whichever surface they are still on. There is intent on adding an enemy that does this but can hop to local tiles in pursuit of the player. There is a slime enemy that is not yet finished, A giant fish that leaps out of water to get to the player across certain deep water gaps, plant based enemies that are ranged and melee that can leap out of the background to strike the player based on many variations in mechanics or triggers. Conclusion: There is still a great deal of work left to finish on these assets, and it is at this point, taking some time away from my project Karzak, but I am having fun and hopefully it helps a little in the long run with supplementing a little trickle of funds towards it. In any event, it will help me update a new and fresh portfolio with some content that is consistent. I hope to get some feedback from potential users or people that have used assets in the past. -------------------------------------------------- Karzak The Slayer: Title Screen Logo - https://imgur.com/8jLPwa0 Character & Enemies - https://imgur.com/l8yYjHY Old Phaser 3 Demo Screenshot - https://imgur.com/S0fseQt Karzak Animations - https://imgur.com/wIcLPmz Updated Tiles (Style) - https://imgur.com/g4jROEN - https://imgur.com/ruoXbVn -------------------------------------------------- Random animation samples: Goblins - https://imgur.com/a/BwZS3 -------------------------------------------------- I hope you're all having a good day and developing some awesome projects! Kind Regards, Patrick.
  5. Hey Guys, I am doing mostly game assets, but I am tinkering around on my own game for a long time now. I am still uncertain about the graphics style and would like to have some feedback on this one (image). All thoughts are appreciated. - I am using phaserJS. It's a kind of exploration, Metroidvania stylish. But at the very early stage of implementation still. note: this screen is not entirely tilebased and was edited. ~ sam
  6. https://kronbits.itch.io/pic2tile Convert images into Hama Beads or Lego blocks style using 16x16 tiles. More tiles and sizes in coming updates. For more info about next updates or if you want to request possible features give me a touch on twitter via @DavitMasia Here are some other examples made by other user on twitter called Rumblecade. He exported the image and set the background/shadows. Loved the composition so i'm trying to replicate it in the app so users will set the background color , shadow or whatever and export like this ones with 0 manual work.
  7. Title: Project swordsman (will be changed later) What I need: I need someone who can create game music, and someone who can help with pixel art, because my pixel art skills are kind of weak and i need help. Also if anyone is familiar with the engine Construct 3/2 then i could definitely use your help. I could even use a person to just bounce ideas off of and help me plan. My plan: So right now I dont have money to spend on game engines, so i have to settle for the free edition of construct 3, which has a limit of 50 events (kind of like the programming language of the engine) so I'm going to barely be able to get a demo. But a plan to get a kickstarter or Indiegogo campaign up to fund the game engine, so i can actually complete the game. I will link the demo so people can try it out before donating. I will also get a dev blog up so people can track the progress. It What the game will be like: Its and action-adventure side scroller where you fight animals and people to protect you family. Here are some screenshots of early development of the demo.
  8. Hi! I did a Game Jam recently, our group used the p5 library because someone suggested it to us, and indeed it helped us develop an ok prototype in a short amount of time. The game wasn't perfect at all of course, because 48 hours is still really short, but one of the main flaws that bothered me was the graphic integration; our graphistes liked working with pixel art, and we used a tileset to create the background map, which didn't tile right, with grey line appearing between tiles; on top of that, the other sprites didn't look nice at high resolution either, because of linear filtering. After the Jam ended, I decided to try to fix these. I found the way to activate nearest filter in p5, which made the graphics look way better, but still not as nice as I wanted it to be. After googling a bit, I found this article, which was exactly what I was looking for. Then I noticed... in order to use shaders, I needed to switch the context to WebGL, which meant changing most of the code. This didn't actually bother me, so I started working on it, it was quite a nightmare (because of p5's bugs and lacks of integration...) but when I got to the point where I had basically the same game then before, but switched to a WebGL context (without the shaders), I noticed HUGE performance drops (I'm talking 10 FPS for displaying something 400 sprites in a 500 * 500 context!!!). That's when I decided that I needed to switch to a different library. A little more googling later, I opted for the PIXI library, which, I must agree, is a nice library to work with, even though the official documentation is lacking a bit of informations. I started recoding the game from scratch once again, and as soon as I could draw the map on screen, I tried to implement the pixel art shader; I copy-pasted the code and... Magic! It didn't work. I was actually not that surprised, and decided to play around with the GLSL to see where the problem was. That's when I started noticing strange things: weird texture offsets that I tried to adjust for manually, which didn't work because the offset changed depending on the scaling of the image... and then the texture itself, scaling itself up and down when I scaled the sprite... After a while and thanks to more googling, I found out that Pixi did some pre-processing on both the texture and the texture coordinates which were passed to the fragment shaders. I tried adjusting for it, I tried a lot, I got close, but it's still really messy, and float precision starts doing strange things that makes the textures look even worst then before. That's where I am now. I tried searching for others libraries, but most of them seemed to be either 3D libraries, or probably as weak as p5, so I'm here to ask, is there a good library that I can work with which won't bring me such problems? Or is there something I can do to fix my problem with PIXI? Or should I just resort to using webGL without any additional library (which at this point seems like the best solution to me)?
  9. Hello everyone, I present you my first game, available for free on Itch.io It's a pretty simple pixel-art platform game, you have to jump from ruin to ruin without falling, the platforms are randomly created as you go so the level is infinite the goal being to make the best score possible to unlock more levels. Each level will have its particularities, some with boss. The game is available on Itch.io : https://arludus.itch.io/the-last-ruin
  10. Hello All, I posted about this a while back and it's now finished and released! CryPixels Procedural Pixel Art Generator Has a demo version available on Windows and Mac. The software is 100% written in HTML5/JavaScript and packaged using nw.js. Full details of the software can be found here: https://crysoftware.itch.io/crypixels Feel free to request additional features, product is in active development. Regards, TomC.
  11. Hi! I'm releasing my new game, called Lost in Jungle! How many days can you survive in a misty jungle full of monsters? Play this turn-based game and find out in your desktop or mobile! Play it for free at: http://www.minzaogames.com
  12. Hi, I'm open for new projects vanillapatchuli@gmail.com My gallery: https://www.artstation.com/kozhko
  13. Happy Culinary is a simulation pixel-art game developed by www.LittleGiantWorld.com. This game sponsored by spilgames. Feel free to contact us if you want to licensing our games, we're specialize in simulation and pixel-art game. Play Happy Culinary game here: http://www.littlegiantworld.com/games/happy-culinary/play.php or here https://goo.gl/w6CUii
  14. Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  15. Hi, We are LittelGiantWorld.com an Indie game developer from Indonesia. We offer our services making HTML5, WebGL, or mobile game. We are specialized in making simulation/ tycoon, idle/ tap, and strategy game with a pixelart style. Feel free to contact and discuss with us if you interested with our services. Thank you guys. www.LittleGiantWorld.com
  16. A while back I started working on a project called "Geography of Robots," which started as a side-scrolling action game and has kind of morphed into an experimental collection of vignettes. My work on the project has been very touch and go, but I spent the past few weeks dumping a lot of love into this latest module, "Swampstar." It's a short, quiet meditation, almost like a little diorama. I built it with Phaser and thought I'd share: https://darinacosta.itch.io/swampstar Thanks.
  17. Welcome to firefighter "Krause"! It's a simple Jump’n’Run with currently 3 easy levels. You can play it with your keyboard or on your mobile with touch/gyro. The game is decided for my 5 years old daughter, because she is really a big fan of the firefighters. "Krause" is the name of a firefighter of her first children's book of the fire-department. On the other side I'm a big fan of "Nikki & the robots" and this brought up the idea for this game. If you want, you can see this like a small tribute to Nikki. Play Firefighter "Krause" Here some infos: Frameworks: threejs for graphics/webgl Sound with Web Audio API (runs well on IOS) Change the volume by touching in the top-right corner Collision: first it will check the rect of an object. If it hits, it will calculate a pixel-collision in a hidden canvas. Missing: fullscreen on mobile, a good solution for visibility (stop playing music) I had much fun to create this game and I know that 3 levels are really not enough. There are still some ideas of moving platforms or deadly smoke in buildings ... any ideas?? I'm looking forward to get some feedback from you. How you or maybe your children like this game? I you have any questions I will answer! https://twitter.com/pixelactivityde Have much fun! Stephan
  18. Hi there, I don't know if someone of you know this guy (Pedro Medeiro): https://www.patreon.com/saint11 He's creating very nice tutorials how to draw and animate pixel related graphics stuff. Amazing stuff inside! Regards, Christian
  19. The above screenshot is from one of Deepnight's games, Delicious Cortex. I've attached it to show the effect I'm trying to achieve. I've figured out how to properly scale my game to 3x with crisp rendering, and how to apply a filter to the whole game world. I've hit a snag with the filter step though; Sebastian applies a 3px by 3px mosaic grid in overlay mode to a game that's scaled 3x. When I apply a shader to the game world it's being rendered before its scaled (as expected), but the effect I'm going for would require access to the screen post-scaling. Is this possible? I've successfully re-created the effect in my js13k entry Super Glitch Box, but that was a canvas-rendered game, and not Phaser. I would like to avoid simply scaling up all the assets in-game and leaving the game scale at 1.0, to preserve the appearance of pixel-perfect movement.
  20. Hi guys, I was looking for free assets for my games so I made a list with all the websites I found. you can see the list here: http://goo.gl/0asR23
  21. Hi folks! This is my latest hobby project, an endless runner game. I would like to know more about users habit for a study, so I hope you will try it and support me. I hope you like it! C&C welcome! https://spectralelixirsoftware.itch.io/castle-runner
  22. Hey, check out my new game "slay.one" http://slay.one/ Its a multiplayer top-down shooter with pixel art graphics. Its free and requires no registration so you can play straight away. Its still in developement, but perfectly playable. It plays a bit like classic shooters like UT or Q3, with the difference of beeing top-down instead of 1st person of course. You run around in an arena, pick up ammo and health kits and shoot enemy players. Currently there are 3 game modes: Deathmatch, Team Deathmatch and CTF and a bunch of maps for each mode. There are also abilities and attributes which you can pick to customize your character. Id love to get some feedback and of course i can answer any questions.
  23. Hi! I do 2D graphics & animation, specialize in low res pixel art. Also a bit of illustration/concept art. I have some free time atm, feel free to message or mail me. http://www.bahototh.blogspot.fi bahototh(at)yahoo.com
  24. Hello! I've been working on my RPG for quite some time, but I've hit a snag, I need some NPCs done up, each sprite should fit in a 48x96 container, I need about 20 total made! Would love to see if anyone out there is willing to lend a hand! Thanks a bunch, and look forward to potentially working with you
  25. La Torre is an roguelike game with rpg and mmo elements http://latorre-online.com Facebook Instagram Hi everybody, we are developing La Torre, it is a game in which we can take the role of a summoner with the aim of reaching the top, we train our heroes who invoke in battle to help us. Also we can play cooperatively with our friends. The game is in development, here are some screens: