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Topics - huZba
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The main devlog with the general stuff is gonna be at

Here I'll post on some of the harder things I'm wrestling with.
To kick off, I really want this kind of corridor worm thing, but the 8 sprites per scanline thing is sort of limiting.

Maybe have the "face" as a sprite and the body as scrolling tiles.
I'm already cheating a lot, but I'm actually thinking about going through some areas to make sure I cheat less and less.

This is the palette I'm using:

It's something that was posted here ages ago and I've used it ever since :X. Not sure how it was constructed.

The game is going to have a regular wide screen option and a "classic" mode. Enemy spawners and ranges will shorten a bit for classic mode, but most things seem to work pretty good on either mode with the same values. The blue UI icon will need to be player sprite color for classic mode too.



We did this april fools joke.

We needed to do some spring cleaning on our engine and get a breather from our project.

So we actually made the game and released on a tight schedule.

You can get the game for iOS and Android -> store links here ->

We're actually developing a game about heists - you can check for updates on our website or tig-devlog

Feedback on either game is welcome!
Have a bouncy day everyone  :)

Pixel Art Feature Chest / GR#154 - Shmup Mockup - Gameart
« on: January 05, 2014, 05:41:23 pm »
I put on my dusty pixel-hat after a long while. Dodonpachi inspired.

Pixel Art / Joy
« on: March 18, 2009, 08:34:59 pm »
Trying not to idle away my free time, so here's some pixels. Not finished, but can't really tell anymore if this is progressing in the right direction.

Pixel Art / primal pixels
« on: November 25, 2008, 07:47:18 pm »
Time to replace the old "prime_pixels" avatar with a new one.
So here's what i have so far.

Pixel Art / Met-escape
« on: August 14, 2008, 12:33:13 am »
Warming up for the megaman activity. Met-escape! A lone mettaur flees the met factory to escape from being offed by megaman.
(probably) within NES limits.

Pixel Art / ROBO2908
« on: August 29, 2007, 11:22:23 am »
Working on a rowbat 8 colors.

Pixel Art / Shmuppy shmup mockup
« on: July 08, 2007, 11:58:47 am »
Starting a shmup mockup. Collecting power ups upgrades the ship graphic as well. For gimmicks i was thinking about having 3 elements for shots, so you have 3 shot buttons firing red/green/blue and corresponding colors for enemies as well as a neutral one. Some enemies have multiple colors and some you don't know until they shoot their own bullets. For example shooting a red enemy with red does nothing or powers up the enemy. If the enemy is powered up and you shoot it with another color to destroy it, you get more points/items/powerups. Probably could use this on level structures as well.

So far i have 3 power up levels as well as the red shot. Might add a 4th "overpower" level that only lasts for a set amount of time before reverting back to level 3.
Taking a minor hit takes off one power up, taking a major hit kills you.

Pixel Art / Blue Demon Head WIP
« on: May 24, 2007, 11:18:27 am »
Mirrored atm. Asymmetry getttt when the base is done. The scar like thingybingy on the left side is done with a photoshop action that scrolls the palette of your current selection. Trying to figure out some other uses for it as well.

Pixel Art / Batfird the bird
« on: March 19, 2007, 12:26:06 pm »
Allrighty, i kinda hit the wall with this one and have some trouble finishing it. Can't fit the wings and feet there properly  ???
Open to all kinds of suggestions, even if it means going back to the starting line.


Current Batfird:


Current Hammard:

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