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Messages - Grundy
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General Discussion / Re: We released the demo for Pimps vs Vampires
« on: January 15, 2013, 02:28:01 pm »
Hey mate. Thanks for the reply!!

It hurts but you're right. There are some downers.
What is pixel by pixel movement? (i should google this)

Again! Thanks!

General Discussion / We released the demo for Pimps vs Vampires
« on: January 14, 2013, 08:43:15 am »
Hi mates.

I've been spending some time working on the alpha  a 2D roguelike called Pimps vs Vampires.
There is a secret war going on between these two tribes and in this game you are the pimp.

It has a lot of pixels and animations and I hope you can appreciate it.
Also. It's fun to play.

Here you can play the demo

Pixel Art / Re: Pimps vs Vampires; a turn based mansion crawler.
« on: January 03, 2013, 05:40:24 am »
Hi Lachie,

Thanks for taking the time to help out.
I appreciate this kind of feedback and you are probably right.
The perspective of the items plays in my head.
I'll have to find a solution to that.

I have been working constantly since my last post.
The release is next monday and there's plenty to do.
We came up with the idea to let every level have a doorkeeper who will only let you pass once you paid a certain amount of money to him.
Kinda like a corrupt vampire bouncer.

First I came up with was a bat-like heavy dude with his arms crossed.
And hated everything about it.

Then i decided to do something smaller and drew inspiration from the little mean dude that sits next to jabba the Hut: Salacious Crumb.

Here he is, eating a bag of chips.
I imagined that we found a way to entertain himself while sitting on that bench the whole day. Doing guard duty.
It will be very odd to see him eat his chips while the player is murdering his kindred in the same room.

Of course, animating it took me longer than I imagined.
I'll be posting some more in the following days.

Pixel Art / Re: Pimps vs Vampires; a turn based mansion crawler.
« on: January 02, 2013, 04:57:14 am »
So me and my buddy decided to work on a Alpha release for Pimps vs Vampires.
We are aiming for the 7th of January. So that's close.
I've been doing some pixel stuff since my last post and I'll share some of it.

Here my tileset. We're staging the game in a vampire mansion with multiple floor.
Getting to the end is the "game goal"

We're adding weapons. Combo-ing weapons should be fun in Pimps vs Vampires.
Our favorite is the flamethrower. Here is a test I did for the flame sprites.
(the flames on the vampires are smaller versions of the big one x3 in a new sprite)

And that lead me to really want to do a animation where an enemy just turns to ash.

I'm really in the middle of all kinds of pixel art stuff for this game right now.
We're going to add attack, idle and walk animations for 3 different enemies.
That is a lot of work for the release is only 5 days from now!!!
I still feel new to the whole animating sprites thing but I like doing it so far.

I'll be posting some more next week.
For quicker updates you can follow me on Twitter.

Pixel Art / Pimps vs Vampires; a turn based mansion crawler.
« on: November 20, 2012, 08:22:54 am »
Hi all,

Me and my friend just released the first version of our game Pimps vs Vampires.
We did it for a jam where you get 7 days to make something.

It's hard to put the game down on a genre. Especially in this early state.
But it's best described as a top-down turn-based shooter.
It's also about the eternal war between the vampires and the pimps.

Would you mind if I use this topic to keep you updated on developments?
I'm not sure if I get banned when I provide links so let's say this:
-You can dm me for a download link

i'll also be posting updates on my

Tell me what you think.

Pixel Art / Re: Grundysoft shooter Game
« on: August 08, 2012, 05:28:51 am »
Thanks, There is something to say for that as well.
Contra and other bullet hell games are based mostly on dexterity.
We are in that category as well but in a less hardcore extend.
Making it more difficult can be a choice as it becomes a challenge on its own to spot them.

Except it was not a choice. Rather a coincidence.
On the other hand i have just no trouble at all spotting them.
But who am i?

I'm the guy that played it a thousand times.
I'm a bit trained now and not representative for the average player anymore.

The jury is still out.

Pixel Art / Re: Grundysoft shooter Game
« on: August 07, 2012, 05:37:08 am »
Thanks for taking the time to respond to my game.

I agree that from this screenshot the enemy's rod color is questionable.
Part of the anwser is that there are 5 levels. This level happens to be reddish.
But this wont be the case with all of them.

We are considering adding purple to the mix.
Visibility might indeed be a viable partypooper.

I am trying stuff without background outlines,

The demo is out soon.
We'll look at the response.

Pixel Art / Re: Animating chopper blades.
« on: August 03, 2012, 05:51:13 am »
Thanks for that bright idea Dusty. Seems like a neat trick.
It's also very hard to pull off so for short term ill have to be content without the blur.

Ill stick to one blade as well. Seems to work.

Pixel Art / Re: Animating chopper blades.
« on: August 02, 2012, 11:17:38 pm »
Thanks man. I think this might be it.
Actually most helicopters have 2 blades so in theory it would always have the same length from the side. But we need this stuff to animate!
I'll give it a try.

Close enough, Many thanks Wurfle!

Pixel Art / Animating chopper blades.
« on: August 02, 2012, 07:45:49 pm »
Ok people.
I've been working on my game so long the last days that i can't see straight anymore.

Right now i'm at the intro scene.
The player stands on the roof of a building and a chopper picks him up.
Then the building explodes.

Thing i'm stuck at. How can i animate the chopper blades?
I can't seem to figure this out because mation is lost from the side view.
There's gotta be some neat technique or trick. But i cant find it on google.

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