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Latest PixelArt Activity
Correct, not a right or wrong approach. Some are more easy to implement than others, some are a better fit for specific languages and tools.
You asked about typical, and typical is table-based configuration. Sometimes that is tables in source code, sometimes that is tables in data files, sometimes o…
I have done a lot of work on Blast Castle in the past weeks/months and holding back writing another blog, so here I am! I don't want to bore anyone, so I'll get right to the changes!
The dictionaryOne of the things I always wanted to have was a way to keep track of discoveries. This object opens up…
Hey, I'm Idrees Shah, a freelance pixel artist specializing in animations, sprite sheets, and characters. I'd love to discuss how I can contribute to your project.
https://www.fiverr.com/s/ArQV4X
Hello! I have finally finished the start of the shop, there are still things I wish to add, but right now I'm happy with it. I found a way to make items that will appear in the shop super easy to add. All I need to do is add a sprite to the sprite sheet of items, fill out the info in the item dicti…
Today I worked on adding randomization to the shop aka the Fether Outlet. I made a couple of upgrades/attachments that appear at random, but in the future, there will be a lot more. there is still a lot of kinks to work out, but overall, I'm happy with it. Also, you can't actually buy things yet bu…
Just sent an e-mail inquiry. Hope to work with you soon!
Hmm, you know, at first I wanted to delay the chest so that it would catch up with the movement of the body after a while. But given that the movement is very fast, the opposite effect actually occurs. Thanks for pointing this out and it really can be used in interesting situations.
That's very good artwork.
Technically, i would eventually remove/darken the kind of fresnel reflection on the bottom right of the ball, because it causes noticeable aliasing.
And the kind of teeth are very small and look a bit like noise or dithering. Eventually remove them or make them larger …
Moved to Your Announcements.
Hi! Me and my brother have been working on an extension to Aseprite where you can generate map tiles, character animations, and more. We have a background as enthusiast weekend game devs and hope you till find this as useful as we do! ?
We use cloud GPUs to generate the images. If you're interested,…
Hi guys, the last 24 hours for At the Sea of Madness, a horror point and click adventure based on H.P. Lovecraft universe. https://www.kickstarter.com/projects/wine/at-the-sea-of-madness
Support us!
It's developed with Unity for Mobile (iOS and Android) and PC, then we will see to make it too for Nin…
this is the devlog page of my upcoming game for more info join my discord https://discord.gg/NatqvfJbvt
It's my last semester of university and this is the time when the pressure is on to find my calling and stick to it. My focus has always been on many different things, …
Hello I am Sanjay Pasari, I'm making a 2D metroid-style game and have spent a lot of time getting my color palette just right. I'd like to add some lighting/filters/atmospheric effects, but I'm worried that they will skew my palette and make things look off. What sorts of lighting and atmospheric e…
Hi.
I will make Pixel art for you
- Other ( nft, icon )
Message me
Capture, train, and fuse together minions into your ultimate weapon against foes and the gym leaders of Seabrook. Become the resident Monster Expert and collect them all!
- Tame and Raise Minions! There are 133 types of minions to collect and keep track of using…
Motivation is a tricky thing, it comes and goes randomly and you never know when it will strike.
My advise is to build a team for your game. Working with others offers a lot of motivation.
Find a person or a few people that complement your strengths and weaknesses.
Set time as…
Have seen a recent resurgence on Itch (for the amplest of times), which prompted the following blog entry (see image below). Have yet to determine why these seemingly-random fluctuations in page visits occur from time to time (well after promotion), as the tools provided by Itch are not adequate to…
The typical approach to avoid traditional 3D rendering is creating sprites for a variety of viewing angles and lighting conditions ahead of time, often by carefully rendering 3D models at low resolution and applying some combination of fancy shaders, postprocessing and manual editing.
Why can't you …
Hiii soooo i made a Game!! and if you want know more your help.... call my in discord AbraFoxXd#2961
StarTail is a 2D style terraria and Starbound pixel art game, designed to have a specific world creation system instead of a procedural one and with a post-launch based life with updates that added more content to the game, the system will have a mix of like I said starbound, with a fallout new veg…
Thanks everyone, I've got a working system now. Easier than I thought it would be!
I'm using the normal maps on flat planes to create ‘fake’ bump information for lighting. I'm creating depth maps and then converting those to normal maps inside of UE.
I meant a base like the one found at OpenGameArt here and not using someone else's work. I don't want to do that for several reasons, plagiarism being a big one. I think my biggest problem is needing an outline to go off of. I started looking at pixel programs, but I still feel Photoshop would be m…
I am excited to announce my new game Peril. Use your javelin to jump across platforms, solve puzzles, and defeat monsters in seven unique worlds.
Wishlist on Steam: https://store.steampowered.com/app/1798910/Peril/
Hello!
Me and my friends decided to create a game. Since we are students of IT, we would rather focus on programming side of things. None of us is good in drawing. We mean it. We would love to finish this game on some adequate level (and publish it on Google Play), but our only “brake” is visual sid…
What a hell of a month! We got a lot done, all of it culminating in the release of the new vertical slice demo! This demo is now live, and you can check it out for free!. This slice includes an hour or more of content for you to explore, so we hope you enjoy it!
Visuals and Level DesignLike last mo…
I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writ…
Some crazy new decade we're having, huh? Should come as no surprise now that delays and scrapped plans are happening left and right, even here at little ol' Yotes Games, thanks to ya homeboy COVID-19.
Get some details on how we're handling the situation on the main blog.
… Aaaand one month full of crunch later, we've got battles! Actual working in-game battles! You can swap forms, use moves, alter stats, drain meters, and everything! Some visual effects are still a bit rough but all that's coming in the polish stage. The m…
Since we haven’t talked much about the people behind Rubikon yet (and because we are more of a social media-shy bunch in general), we take the chance and present our team in the most appropriate way: An old school character sheet ?
The first one is our artist Turbo Torbo, master of the pixels at day…