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Topics - AlexHW
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41
Archived Activities / I Spy With My Little Pixel Eye.. (Sep 30 - Oct 7)
« on: September 30, 2006, 12:24:36 am »
I spy with my little pixel eye, something that begins with the letter 'A'.

Your goal:
Figure out what thing has been spied. It could be anything.
When you think you have the answer, you must pixel it!
Pixeling the correct thing will stop the activity, and the secret will be revealed. The person who guesses right will be declared the winner.
Throughout the week, clues shall be given pertaining to what the thing is.
If nobody figures out the thing being spied with my little pixel eye, then the pixeled image will be revealed at the end of the week and the activity will end.

Rules:
Use a minimum of 4 colors.
Your pixeled image must not be rushed too much.

Winners:
Those who spy the secret pixel thing are invited to pixel the next secret pixel image for the next activity.
You'd be required to supply the pixel image and handful of clues to a moderator so as to set up the next activity.
Please make sure that neither the actual object or the clues are too specific or obscure.
If the invitation is declined, the offer will be open for anyone.

42
General Discussion / Official Pixelation Off-Topic Thread
« on: September 21, 2006, 06:35:50 pm »
Happy 1000th member everybody!  ^-^

43
Pixel Art / Sky Lady
« on: June 16, 2006, 05:46:58 am »

Defending the skies in a hi-tech solar powered suit.

44
Pixel Art / A four armed man crosses paths with a curious wolf.
« on: June 07, 2006, 07:52:35 pm »

45
Pixel Art / couple unfinished things..
« on: May 04, 2006, 04:43:11 am »

c&c appreciated.
Things ill probably be changing are the guy's shirt so it is more loose at the waist and not tucked in and weird.
Possible changing the little dude's right arm(our left), the pose of it is awkward.

46
Pixel Art / My king of spriter fighter!
« on: January 14, 2006, 08:26:19 am »



me sleepy..

47
Archived Activities / Battalion Strike Game Development
« on: December 27, 2005, 12:04:19 am »
Anything related to the game development process to be seen by the public should be posted within this thread.
With this being said, Xion Night presents his design and asks for those interested in working with him to post a few examples of their artwork here so that artists can be recruited by Alex to help work upon this project.


Quote from: Xion Night
The year is 2012. There’s a war somewhere in the world between some countries that both disagree and loathe one another. So they fight - nay, they war. Send your troops onto the battlefield in this fast-paced puzzle game and combine your soldiers to make the ultimate army. Duke it out with tanks, jets, and bazookas  through all kinds of weather and decimate your opponent’s forces! Become the dominant power in your small, insignificant  part of the world, and let your giant fist of might crush thine opponents! It is time for your Battalion to Strike!

Title: Battalion Strike! (Very pending)
Genre: Puzzle (Falling blocks)
Players: 1-2
Suggested Graphic Style: Advance Wars + Metal Slug + Top-Down “something.”
Gameplay: Is like...Puyo Pop, Tetris, Siege.The screen is divided into 4 different sections; The gathering screen, the battlefield screen, the incoming screen, and the HUD.
In the player's gathering screen, groups of small soldiers march down from the top of the screen. The soldiers can be moved horizontally as they fall to be positioned to the players’ liking. As they fall, they will pile up. As they do so, they will be able to combine with adjacent units to form different weapons. (ex. Get four bazooka men into a 2*2 square to create a tank, or eight infantrymen in a 2*4 rectangle to create a transport.) The blocks of soldiers can be rotated, but in a more shifted manner...erm, see the picture. One could also halt the blocks as a whole, leaving them suspended in mid-fall. Unlike most other falling block-type puzzle games, when the soldiers pile up to the top of the screen, the game does not end. Rather, any units within the right half of the gathering screen will move onward to the battlefield screen. The rest of the units will continue to march downward, as though affected by gravity. The player can, during this time, press a button to clear the gathering screen completely.
The battlefield screen is the area in which the units from both sides collide and duke it out. After each round, lines will be drawn to show the advancement of each side, the first player to have his/her line reach the enemy's Gathering screen wins. Units will be pushed into the battlefield screen from the gathering screen. When the units from each side collide, they will execute a “struggle:” a rather simple paper-scissors-rock type system where flamethrower beats infantry, but is beaten by bazooka, which is defeated by demolitions, etc. etc. When two equal units struggle, both will be destroyed.
The HUD, displays score, combos, and possible weather conditions during the next round on the battlefield.
Tile Size       = 24*32(?)
The Battlefield    = 8*8 tiles.
The Gathering   = 4*8 tiles
Sprites       = Increments of 24*32
Frames      = (basic & spec. units) 4 down, 4 right (can be mirrored for left), 2 attacking, standing, dead.
         = (combo units) 2 creation, 3 right (can be mirrored for left) 2 attacking, standing, dead.
         = (misc.) 3 explosion.
Color limit       = 8 col (inc. transparency) for sprites. Less is fine. 4 col for tiles.
Resolution      =??? (low...)

Weather - An optional condition that can be toggled via the options menu. Certain random things may occur, affecting both sides. This includes:
   Lightning Strikes    - Randomly eliminates one unit from the battlefield.
   Earthquakes    - Scrambles the placement of units.
   Whiteout       - Some ranged units will miss.
   Rain          - Slows all units
   Sun          - Normal conditions
   Fallout      - After a nuke, 2 random units are damaged per turn.

Units - The basic and combined soldiers that are generated from the incoming screen. These include:
   Infantry (basic)   - Fire one shot per round that eliminates all basic units.
   Bazooka (basic)    - Fire one shot per round that eliminates all basic units + tanks.
   Flamethrower(basic)-Burns through 3 squares directly in front of it. Enemies burn.
   Demolitions (basic)   - Throws 1 grenade per every other round, which travels over others’ heads for 2-5 tiles and explode in 3*3 tiles.
   Sniper (spec.)   - Can take 2 normal infantry hits. Fires 1 shot per 2 rounds that eliminates all opposing unit types. (Moves ˝ speed.)
   Assassin (spec.)   - Eliminates all basic units in the foremost row.
   Supersoldier (spec.)- Random basic unit each turn. Revives as infantry.
   Repair (spec.)   - Restores all mechanized units to full armor.
   Tank (combo)   - Made of 4 Baz. In 2*2 formation. Can take 3 Inf. Hits. Fires one shot per round, which explodes in a 2*2 square.
   Transport (combo)   - Made of 8 infantry in 4*2 formation. Can take 5 inf. Hits. Generates 2 infantry per round (If free space is available.)
   Jet (combo)      - Made of 1 tank surrounded by infantry (Diagonals not included). Damage only done by colliding with another Jet. Flies over the battlefield once, dropping 3 bombs on the opposing half of the battlefield. Each bomb = 3*3 explosion.
   Big Tank (combo)   - Made of 1 tank flanked in front and back (player’s left and right) by demolitions men. Damage only done by explosion. Fires 2 tank shots per turn.
   Fwd (spec. combo)   - Made of 3 repairs in a vertical row. Pushes enemy territory back one row.
   Base(spec. combo)   - Made of 5 repairs in a vertical row. Makes side impenetrable for a turn.
   Missiles(spc.cmbo)   - Made of 2 supersoldiers side-by-side, 2 bazookas below, and 2 demolitions above. Fires 6 missiles upwards to attain targets in enemy territory. The next turn they will fall and create small, 1*1 explosions. If your side has advanced since then, the missiles will damage your own units.
   Nuke(ultim. combo)   - made of 8 demolitions in 2*4 formation with a tank below. Will fly through the air and demolish all units on the battlefield and destroy all units in the opponent’s gathering screen. Weather will be changed to fallout for 5-8 rounds.
After each game, the number of casualties, kills, combo units created, and special combo units created will be tallied up for extra points.

for more information regarding the community game development process: http://pixelation.org/index.php?topic=514.0

48
Archived Activities / Ancient Temple Game Development
« on: December 27, 2005, 12:02:49 am »
Anything related to the game development process to be seen by the public should be posted within this thread.
With this being said, Dtek presents his design and asks for those interested in working with him to post a few examples of their artwork here so that artists can be recruited by Alex to help work upon this project.


Quote from: dtek


Introduction: Ancient Temple puts the
player in the throne of a primitive king among his people. Your task as a ruler
is to order your people to build the grandest monuments in your name from
large carved stone pieces. This puzzle game incorporates the task
of placing blocks to accomodate the placing of other
blocks. The goal is to construct structures as described in
the plans presented to the player. Build the grandest structures to
secure your name in history and live forever!

Mechanics of the game: In the gameplay the
player controls a cursor which can then place objects anywhere on the
game area, respecting the restrictions of each game piece. The placing
of objects snaps to the appropriate combination. The player can also
remove placed blocks by changing cursors.
So there will be a cursor for each block-type and the
remove block tool. Besides placing the blocks, the player
can change the view of the game area to a rear view to see the whole
structure and the hidden-from-view parts. Depending on the final version
a scroll through the game area may be nessecary. Another restriction for
placing blocks is that in order to place the blocks, the previous animations
of the block placing(people pulling the blocks into position, etc) cannot
interfer. So the management of your people and how they construct the
monument may effect your ability to work efficiently. Time is important,
and faster you complete a building, the more pleased the king is, and the
more points you recieve.
There are 4 types of blocks, so far, the square blocks, angled/ramp blocks,
column or rectangle blocks, and big flattened square blocks. As the player
progresses through the game, the architects become more experienced
and develop these new block shapes and new ways to build the monuments.
In this regard, there is the feeling of improvement and technological
progress as you complete each level.

Visual Specifications:
Main screen: 240x160
Iso-metric base square / smallest tile: 30x30 with paletted colors
animations of block placing(eg:people pulling blocks into position, etc.)
other elements:Title Screen, Level Introduction("plans"), gameplay interface,
game over screen, level completion animation(to be decided)

Sound:
Mysterious music, block dragging sounds, stone sounds

Mission and Goal:   a " rock-in' " game demo or completed game for
mobiles or PC and web. I want to potray the large scale and huge undertaking involved in the
construction of timeless temples, and all this without dumptrucks, cranes or radios....




for more information regarding the community game development process: http://pixelation.org/index.php?topic=514.0

49
Archived Activities / Community Game Development Project [Vote] : Ends Wed.
« on: December 03, 2005, 10:03:58 pm »

Feel free to discuss the entries here: http://www.wayofthepixel.net/pixelation/index.php?topic=514.0



Entry 1:
Aye, a Tiny mock.
This is the "incoming" area, where the next group of recruits is previewed.
This is the player's (P1) "gathering" screen. Here, Small soldiers (the colors will be replaced with sprites) march down from the top of the screen, controlled with the classic WASD format, plus another, yet to be defined button, which, for now, we'll call "button H." Similar to a falling blocks puzzle game (More specifically the Puyo Pop series) the soldiers will march downward from the "Incoming" area and pile up here. As they pile up, they will be able to join forces with adjacent fellows to form different weapons, like get four bazooka men into a square to create a tank, or eight infantrymen to create a transport. Of course, "A" would move the blocks of soldiers Left, "D" would move them right, and "S" would make them fall faster. "W" would rotate them, but rather than rotating as a whole, they will just shift clockwise. Button H would stop the blocks from moving downward as a whole. When the soldiers pile up to the top of the screen, the game is not over! Nay, any units within the right half of the gathering screen will move onward to the "Battlefield" screen. The rest of the units just continue to march downward.
this is the battlescreen, where units from both sides collide and duke it out. After each round, lines will be drawn to show the advancement of each side, the first player to have his/her line reach the enemy's Gathering screen wins.
This is the GUI, showing things like score, and stuff.
This is a piece of Player 2's (or the computer's) gathering screen.


Entry 2:


ISOMETRIS

http://www.mindcrank.com/isometris.html <-- unfinished buggy flash version of concept

Ok, so this was a concept I came up with when I used to work for a game company. Seeing as I'm having trouble finding work and I don't think I'll be presenting this to any other companies I've decided to donate it to this challenge. I lost the original concept document, so I'll just briefly describe how the game is intended to work:

The gray area on the gameboard is where all your pieces accumulate, they get "pumped" out from that red opening on the side, at differentiating speeds depending on what level you're at. The pieces move out from the left towards the right, then up and to the left, like a snake. You move your "indicator" around from side to side to select whatever the foremost piece is, and press a key to launch it straight forward.

The brown area on the board is where all of your pieces accumulate, the idea is to try and make the patterns that are displayed in the top right corner using solid colors to forum them. every time you complete one you get points and it changes, these are bonuses.

Ways to score points

The most simple way to score points is to combine 3 blocks, horiz, vert or diag, you can also make combos of 4, 5, 6, etc.. THe pattern display at the top right helps you think of cool combos to try and aim for, although some of them may fill up your game board.

Lets say you create an X and free up some blank area, if you shoot a block at another block and theres room behind it, it will move back to hit the closest block.

The more points you get, the higher level you go, the faster the blocks come out, etc..

Later on in the game, say level 25 or something, I was thinking new boards could have holes in them and such, where blocks will fall down to another board, or maybe ramps to launch blocks on top of other blocks so you can create 3d combos as well, but those are just random ideas off the top of my head. Maybe one level you have to build a staircase to another board, and work 2 boards at a time or something.

This is just the basic premise of this game.


Entry 3:

Dig Dug meets Tetris Attack meets Bauns.

You are a small, ground-dwelling creature (A dog!?) who must make it to the surface in time for the Woodland Creatures' Annual Party, the greatest day of the year when all woodland critters get together into a massive mosh pit and get stoned and drunk and generally enjoy themselves in the most immoral ways while listening to superfast death metal and D&B techno and Yani. Anyway, you overslept and now you need to hurry to the surface through tons of colorful blocks. To do this you must dig through the colorful blocks and use your mighty claws to push them around. Anyway, the gameplay:

You move your guy around with the [WASD] or cursor keys, digging through the dirt in a manner reminiscient of Dig Dug. Unfortunately, you only get a certain amount of steps, and if the steps run out, you're a deadman. To replenish your steps, you must move the colorful dirtblocks around by pressing [space] or [J]. This will allow you to swap any two blocks adjacent to your character (including diagonals). Once you have a large grouping of like colors, you can use your hammer ([K]) to eliminate all of the adjacent blocks. The more blocks you get rid of at once, the higher your score and more steps you recieve. Along the way, you'll be able to get powerups such as bombs(eliminate all blocks of a color or a large area around your character), boots (unlimited steps for a limited amount of time), a clock (time bonus), and the graviton ub3rnator (causes all blocks to fall, filling up empty spaces and eliminating the ones that touch). The little map to the side shows how far up you have progressed.

Just an Idea I quickly threw together to show how seemingly unrelated genres can be combined. (also because not many other people are replying to this awesome activity.)


Entry 4:
Hey what's up?
I thought I'd give my pixel art portfolio a shot of espresso, and offer to help with the temple/block building animation from all 4 isometric angles of ancient construction workers for the following idea(read on for explanation), kind of a crazy block building strategy game...

for level one, the player has to make "ramps" and "supports" to finish the temple properly. I guess the rules dictate you have to have a one small block maximum vertical distance to drag the big pieces on top, and proper supports for the "wall" blocks.

Peace



50
Archived Activities / Community Game Development Project
« on: November 18, 2005, 08:25:12 pm »
Community Game Development Project
November 18, 2005

________
Overview:
This is a project intending to loosely replicate the game development process.
As leader and coordinator of this project, I first shall be requesting an open
submission of basic game concepts which should consist of a simple sketch and
description.

Once a decent number of submissions are made, there will be a vote upon which
couple to develop or if a vote seems unlikely, then I will just pick a few or
something.
The ones who submitted them will have the chance to become the lead designer of
their game concept and flesh the design out and make sure their team understands
the vision of the game.

Those interested in doing art for a game shall submit some examples of their
work and I will decide which team they get placed on. I will also decide what
type of art they will be doing. For example: I could tell one person to do
background tiles, another person to do linework & animations, and another person
to color the linework.. or I can make just one person do all the art, haha! But
I will likely not do that.

Once all that is sorted out, I will give the designers instructions and the
initial development stages will be commenced to define the necessary assets for
the game. Once these are created and the designers have created necessary
concept art of the important things in the game, the artists must adhere to the
specifications and produce the game art.


______________________________________
Current objective
Game Concept Submissions & Artist Submissions:

First off, we'll need some ideas for a *PUZZLE* genre game(since that is the
genre we'll be focusing on). Those who wish to participate, or not, can submit a
conceptualized sketch of their game idea and a description for it.
Once an ideal handful are recieved, a couple will be chosen and if the submitter
doesnt want to be the designer, someone will replace them.
note: please say so if you will or will not be the designer(other people can
offer to be a designer for a dif project if their concept isnt chosen).

Example:
Description:

This puzzle involves dropping predefined shapes
constructed of cubes downwards onto other
shapes. By stacking shapes onto others and
filling in rows, the player recieves points.

You can also see the next shape in the upper-right
corner of the screen. This allows the player a
chance to plan ahead for his next drop.

Also, those who wish to be an artist for one of the chosen concepts should post
a few examples of their work and once the final concepts are decided on, teams &
positions shall be organized.

_______
End Goal:
To produce the necessary assets to fullfil the creative processes/stages involved
with a small scale game development project.


Addition thoughts:
Since the genre is Puzzles, it wouldnt hurt to browse online for examples of
puzzle games if one has no initial ideas. By doing research, one can become
inspired upon a certain subject and develope new ways of seeing something.
One should also keep in mind of what could be popular and sell well, since if
these projects are finished, we could find some coders willing to put life into
them and perhaps some could be sold.
(if any game is sold, profit will be divided evenly among those involved).

Also keep in mind that becoming a part of a team brings certain responsibilities
to the individual, and anyone who is not pulling their weight will be removed
from the team and a new person will be seeked to replace them.


I look forward to leading the chosen teams to their victory.
Let the games begin ;)

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