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indie-game-boy · 2 years
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Looks really cool😎 I like the dark aesthetic around the game🖤💀
Good luck on your game development!!
**Is this game available on itch.io?
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card game is looking nicer.
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indie-game-boy · 2 years
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How many birds are too many?
Quetzal on Steam: https://store.steampowered.com/app/1953670/Quetzal/
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indie-game-boy · 2 years
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Welcome to “Send!”
“Send!” is a horror RPG Maker game created with RPG Maker VX Ace. It’s a game centered on a dark theme and atmosphere.
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Plot: “Following a quarrel with his parents, Jacob decides to leave the house at midnight. It wasn’t the first time he and his parents had a conflict about his sister! His insatiable curiosity takes him down a perilous road. He discovers an envelope that needs to be sent to an unfamiliar location. Our main character will be accompanied on the journey by a new acquaintance, Mark, who is also a 10-year-old child who received an envelope sent to the same address as our main character! Will they be able to finish the delivery? Will they be able to return home? Send!”
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indie-game-boy · 2 years
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Looks awesome!! Wish you the best in your game development💪😎
Bless🙏🏼🙏🏼
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Some promotional screenshots for my game Cryptid Farm!
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indie-game-boy · 2 years
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if you’re excited for my game about time loops “In Stars and Time”, here’s your reminder that you can already play its prologue/demo/prototype, “START AGAIN: a prologue”, available on steam and itch.io!!! ✨✨✨
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indie-game-boy · 2 years
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We have a train station! 🧙🏻‍♀️
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indie-game-boy · 2 years
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Oh, good callback! I didn’t even notice until now
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indie-game-boy · 2 years
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Lost Nova
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indie-game-boy · 2 years
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Beard Blade is currently 25% off! Sale ends February 20th
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indie-game-boy · 2 years
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Voxel Art Research (1)
By Antoine Lendrevie (or sir carma)
This is a set of different little village scenes. I could see these being used in an RPG in different areas of the map. None of them are super detailed, being done on a small canvas and they still look really good. I also like how bright and vibrant the colours are as they complement the style. 
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I’m not sure if I’ll make anything like this because it looks to be something that takes a lot of practice and I don’t think I have time for that after being ill this week. But I can take inspiration from little bits such as the roof of the building and how the trees were made and implement it into my own work. The mountain looks really difficult to make look natural.
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Making stuff like this for my project could actually be really quick and easy whilst still looking good. In fact, if I were to take heavy inspiration from this for my project, I’d be a little worried about it being a little too quick. To fill the time left, maybe I’d be able to think more about the gameplay side of things. The game could be about painting the world or something but I don’t think that would be very science fiction.
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By William Santacruz
Here, we have a pizza shop on a really small scale. I could definitely make the shell of this in a decently small amount of time. Little details such as the brick patterns and the stripes on the plants make this model look good whilst keeping it’s simplicity. I bet it saves a lot of time doing it like this too because the artist has only done it in parts.  
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This artist seems to specialize in a simpler style. I think that stuff like this is 100% doable but the difficulty is going to come with choosing the actual “setting” for my maps. 
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By Christophe Tritz
If someone were to say something along the lines of “voxel art can’t be that impressive, it’s just a few cubes,” I’d first remind them that every image they see on their screens are made up of pixels, miniature squares of colour, including the best of pictures. And then I’d mention that a similar premise applies to voxels. Finally, I’d show them the work of Christophe Tritz because I think this individuals work really shows how versatile voxels can be.
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I obviously won’t be making anything like these examples simply because it’s way too advanced and time consuming to do so. But I’m happy I found this work because it still definitely fills me with more ideas.  
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By hardbone01 (?)
I’m not completely sure who made this but I wanted to show it in this post anyway. This model is clearly inspired by little old shops that you may find in east Asia. It looks really good for how relatively small scale it seems to be. I think this is partially due to the clever choices of soft and warn-out looking colours combined with bits of rust and aspects of modern advertisement that make the building look like it’s trying to keep up with the times.
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indie-game-boy · 2 years
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What Software we’ve Used so Far / Discovering Other Software and Comparing Them
In this course, we have used multiple software for many different tasks. These include; - Photoshop - Illustrator - Unreal Engine 4 - Autodesk Maya - Magicavoxel Some have been easier to use than others because I’ve had a lot of previous experience with Photoshop and Illustrator but had never properly touched any 3D modeling software or game engines before.
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2D Software
Photoshop is something that I have been using for years now. I have had a look around for alternatives but noting is as versatile as Photoshop. However, if I’m only going to be doing something quite specific such as pixel art, I might want to have a look at software made especially for that use. 
Aseprite
https://youtu.be/4emFL4aV9WM Aseprite is probably one of the best pieces of software that you can use for pixel art. This is because it automatically does a lot of things for you that you’d need to do manually in Photoshop.  Here are some examples from their website:
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The downside to Aseprite is that it does cost money. It’s probably worth it but I think I’ll stick to Photoshop if I’m going to be doing any pixel art in this project.
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3D Modelling Software
Even though I’m not great at 3D modelling, I have found it far more entertaining and interesting than Ps/Ai recently. Magicavoxel was very intuitive and easy to get used to, however, Maya felt a little clunky and like there were too many steps to do a simple thing. 3D modelling is something that interests me so I’m going to look for some alternatives to Maya. Blender
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From what I’ve seen, blender seems to be like the Photoshop of 3D modelling because you can do a lot in this one piece of software. It has lots of features and all of the tools necessary, this includes; rendering, modeling, sculpting, animation & rigging, grease pencil, VFX, simulation, pipeline, video editing and scripting. Even the interface can be fully customized. Blender seems like something that I’d enjoy more than Maya because it’s said to be more “hands-on” and free-flowing. The community seems massive and as if there’s no end of tutorials and inspiration to find on social media such as YouTube. This is something that I think Maya lacks because it’s almost as if everybody expects everybody else to be experienced in this field already.  You get a lot for something that is completely free.
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Game Engines
The only game engine that I have used so far is Unreal Engine 4. It has been fun to work with and fairly easy to learn thanks to the blueprint system. Unfortunately, not all engines have blueprints but they might be better than Unreal for different, more specific things. 
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Godot is a 2D and 3D game engine but best for 2D. Whilst Unity and Unreal are considerably better at 3D and have more features in general, Godot is relatively new and is catching up to the other engines through being developed constantly with the help of the community. The engine is also highly customisable. Arguably the best thing about Godot is that it’s completely free. What I mean by “completely free” is they don’t take any money from you, even if your game somehow does really well and makes millions, they take no cut. There’s no premium version or anything like that either meaning you don’t get any annoying export limits, etc. This to me, is appealing because I like money and freedom so I’m willing to sacrifice some power for that. If I were to start using Godot, I’d have to learn their coding language but I’ve been meaning to learn one for a while so that’s okay. 
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indie-game-boy · 2 years
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GODOT Engine TUTORIAL #7:  Make Your First 2D PLATFORMER GAME with GODOT where we will be focusing on Moving Platforms, Ladders and cleaning/structuring the project files #gamedev #indiedev #gamedevelopers #godotengine https://youtu.be/vj5ysM51Byw
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indie-game-boy · 2 years
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I’ve wasted a lot of time creating random looking tile patterns in my indie game by placing the tiles in one by one. Since Quetzal’s demo launch date is approaching, I sat down and figured out a way to do this procedurally since time is running out. It turns out it’s easier than I thought, and the general idea can be applied to other types of games, so I made this short tutorial to help other people stop wasting time. 
Game in Tutorial: Quetzal | https://youtu.be/RrSjk4_CqXw 
🐦 Follow me on Twitter: https://twitter.com/TissueInu 
🎮 Play my games on Itch: https://tissueinu.itch.io/ 
🎵 Follow me on TikTok: https://www.tiktok.com/@tissueinu
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indie-game-boy · 2 years
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Usually, when creating particle systems in Godot I tend to use single sprites as textures. When I tried to create a particle system that uses a spritesheet and uses random frames as textures I had to experiment for a bit until I got it right, as the solution isn’t as straightforward as I would have hoped. Playing around with it I created some example scenes to help you get some inspiration and use this technique in your games. 
Game in tutorial: Quetzal - Currently in development 
Teaser trailer here: https://youtu.be/RrSjk4_CqXw 
🐦 Follow me on Twitter: https://twitter.com/TissueInu 
🎮 Play my games on Itch: https://tissueinu.itch.io/ 
🎵 Follow me on TikTok: https://www.tiktok.com/@tissueinu
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indie-game-boy · 2 years
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Why'd you pick gamemaker 2 over other game engines?
Thanks for the ask - that’s a really good question! I am only using Gamemaker Studio 1 at the moment, but 1 and 2 are similar enough that I think my answer can apply to both!
First and foremost, Gamemaker was the language I have had the most experience and practice in. Having developed some small unreleased projects for myself and a couple of gamejams with friends, I was already familiar with the language, but also had some code written I could use as a starting point.
Gamemaker has some really strong points - off the top of my head, these include:
An easy to learn language, 
A strong community supporting it, 
Very nice licensing agreements when it comes to monetising a project (once the software is bought, you do not owe any royalties from what you make using it) 
Focus on creating 2D games
That last point especially is key - for the most part, if you can dream it up in 2D, Gamemaker will let you do it without much hassle. I was already somewhat familiar with the data structures that’d house my game’s data, and the functions that could create and manipulate said data structures.
Conversely, a lot of the other popular language that indies use for game development support both 2d and 3d, and this can be a lot of overhead + fighting with the engine until you get it to do what you want it to do (i.e. ignore the 3d aspects). The other candidates I considered, Godot, Unity, and Unreal, seemed to suffer from this to varying degrees.
While Unity and Unreal both have tons more support and available code, I felt a 2D game in these engines would be overkill. Godot, on the other hand, I did not choose as it is still a relatively new language and I was not comfortable choosing it as yet.
Other 2D engines like, say, RPG Maker or Construct, I felt were too restrictive in terms of what could be done with them, and their coding components are not as heavily emphasised in favour of beginner friendliness. While this is great for someone starting out, I knew that what I wanted to achieve (random generation of dungeons, unique move effects and status effects, modular equipping of units, etc) would suffer had I used these.
At the beginning of the project, I wanted to manage both its scope and development time. While I am about 2 years into it currently, I felt that using Gamemaker would help me get started and finish quickest, and I find that even at this stage (polishing the demo), I am making good progress and never feel bogged down working in the engine itself. While it does have a lot of workflow quirks (code organisation and window management being the main ones), I find these to be overall quite minor.
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indie-game-boy · 2 years
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Decay 🌀
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indie-game-boy · 2 years
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No words are needed - Hyper Light Drifter
iOS -> https://apple.co/35WLfrj
Nintendo Switch -> https://bit.ly/2EDw0si
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