peachbo:

Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn games.Make your own damn…

This. With 100x more copy-paste of “Make your own damn games.”

The game I am currently working on, N.E.O - Near Earth Objects.

I’ve dragged it on for far too long; after Near Earth Objects is completed, I shall then make the push to finish off SLaVE.

It is a maxim that should be held, of all independent media creators, to never stop talking about their work. To have it dropped from the regular lexicon of ‘things talked about’ is to have it forgotten and rendered worthless in the minds of one’s audience, no matter how large or small.PRESENTING: ALL THE BALLS
All The Balls is quite obviously inspired by games such as Super Breakout and Arkanoid, and homages both. The central concept was to expand on the ‘multi-ball’ functionality of these type of games and build an entire title around it.
All The Balls was originally a more monochrome effort, due to my own personal love of such styles of graphic design; but it simply wasn’t much fun. This most recent version added a great many presentational elements on top of sharpening-up the game’s existing content to become better and much more fun than it was before.
All The Balls’ assets were created from scratch in open-source software; graphics drawn pixel-by-pixel in the GNU Image Manipulation Program (or GIMP as it is known), and sounds were created using OpenMPT (or ModPlug Tracker). Sound effects generally being synthetic instruments with volume or pitch changes applied at incredibly fast speeds, and music being a jauntily-paced 6/8 time signature effort in D minor.

All The Balls originally took an entire month to develop, and has had probably the totality of two weeks extra development time on subsequent and improved iterations, bringing the entire development time to six weeks. The game originally started the player with 999 balls and the aim to complete all stages in less than that amount of lost balls, but it was found to be more compelling a game with a far more limited amount of balls that can be replenished in-game.Click here to play All The Balls on GameJolt.

It is a maxim that should be held, of all independent media creators, to never stop talking about their work. To have it dropped from the regular lexicon of ‘things talked about’ is to have it forgotten and rendered worthless in the minds of one’s audience, no matter how large or small.

PRESENTING: ALL THE BALLS

All The Balls is quite obviously inspired by games such as Super Breakout and Arkanoid, and homages both. The central concept was to expand on the ‘multi-ball’ functionality of these type of games and build an entire title around it.

All The Balls was originally a more monochrome effort, due to my own personal love of such styles of graphic design; but it simply wasn’t much fun. This most recent version added a great many presentational elements on top of sharpening-up the game’s existing content to become better and much more fun than it was before.

All The Balls’ assets were created from scratch in open-source software; graphics drawn pixel-by-pixel in the GNU Image Manipulation Program (or GIMP as it is known), and sounds were created using OpenMPT (or ModPlug Tracker). Sound effects generally being synthetic instruments with volume or pitch changes applied at incredibly fast speeds, and music being a jauntily-paced 6/8 time signature effort in D minor.

All The Balls originally took an entire month to develop, and has had probably the totality of two weeks extra development time on subsequent and improved iterations, bringing the entire development time to six weeks. The game originally started the player with 999 balls and the aim to complete all stages in less than that amount of lost balls, but it was found to be more compelling a game with a far more limited amount of balls that can be replenished in-game.

Click here to play All The Balls on GameJolt.

N.E.O - Near Earth ObjectsProgress:63/127 layouts complete6/7 enemy types completeALL hazard types complete90% sound effects completionGameplay is nigh-complete, still needs front/back end plus music and accessibilty options. Will be the first game I’m charging for, working very hard to create a complete experience.

N.E.O - Near Earth Objects

Progress:
63/127 layouts complete
6/7 enemy types complete
ALL hazard types complete
90% sound effects completion

Gameplay is nigh-complete, still needs front/back end plus music and accessibilty options. Will be the first game I’m charging for, working very hard to create a complete experience.

obscurevideogames:

cooking dinner -
Wonder Boy in Monster World (Westone - Genesis - 1992)

I love this game.

obscurevideogames:

cooking dinner -

Wonder Boy in Monster World (Westone - Genesis - 1992)

I love this game.

obscurevideogames:

Starquake (Bubble Bus Software - C64 - 1985) 
requested by magdalena-manticore

Oh god Starquake was the best.

obscurevideogames:

Starquake (Bubble Bus Software - C64 - 1985) 

requested by magdalena-manticore

Oh god Starquake was the best.

obscurevideogames:


clearing vegetation - Guardian Heroes (Treasure - Saturn - 1996) 
requested by bean-savory


GOD I LOVE THIS GAME. I may dig it out… like, NOW.

obscurevideogames:

clearing vegetation - Guardian Heroes (Treasure - Saturn - 1996) 

requested by bean-savory

GOD I LOVE THIS GAME. I may dig it out… like, NOW.

fuckingfuckersfucked:

Pretty much woke up and began drawing this. I’m going back to bed now. #pixels

fuckingfuckersfucked:

Pretty much woke up and began drawing this. I’m going back to bed now. #pixels

fuckingfuckersfucked:

Bloop… #pixels

fuckingfuckersfucked:

Bloop… #pixels

Another one of these videos. How I’m making levels for SLaVE.

fuckingfuckersfucked:

#pixel #doodles

fuckingfuckersfucked:

#pixel #doodles

With this pixel jelly baby, I have learned to shade larger forms first (started as two blobs for torso and head) and smaller forms after.

With this pixel jelly baby, I have learned to shade larger forms first (started as two blobs for torso and head) and smaller forms after.

nedroidcomics:

The Internet.

nedroidcomics:

The Internet.

Jelly bean for my #candyjam game.

Jelly bean for my #candyjam game.