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#Indie developer
icemanzek · 7 months
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cultofgalaxy · 4 months
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Brotherly love
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tidetale · 8 months
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"that old fishwife says to have seen weird man-like shadows contorting freakishly in the caves below. Bah! Her mind is going wild from eating any fish her bait catches"
Introducing the octoknights!
The octopus themselves may be weak, but they are crafty and love to collect and maintain armor, so be ready to match their techniques with your own!
sketched animation and enemy concept brought to you by @mebis-art-dump
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What is a mysterious island in the middle of the storming sea without its fair share of marine shells?
As you can see, enviromment props are getting bountiful (these too are by the hand of @mebis-art-dump)
Want to get all updates on our project as soon as possible? don't just follow this blog, join our official Discord as well!
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projectwishgranter · 9 months
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Gobbo Fight! SellSword is still very early in dev but it's getting there.
Check out my other game EverCrawl on iOS and Android!
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mishantics · 2 months
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the BATchelor [DEMO] is out on itch.io!
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SYPNOSIS
The festival is next week, and you still don't have a date! Your family fears that you'll spend the rest of your eternity alone, so if you don't manage to find a partner, they'll pair you up themselves. Good news though, a fellow vampire has arrived at your cozy (i.e. haunted) town. Even better, they've moved in next door!
If you don't manage to reel this strange sun-loving vampire in, you'll still have your best (unfortunately not-vampire) friend to keep you company.
You miss every neck you don't bite, so it doesn't hurt to try. The worst thing they can do is say no!
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DEMO FEATURES
6k+ words
Renameable vampire MC with selectable pronouns
2 Main love interests
Monogamous and polyamorous route
Original Soundtrack
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YOU CAN PLAY THE DEMO HERE:
the BATchelor [demo] by Misha (itch.io)
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daylane · 11 months
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Game consultation slots (no-cost and sliding-scale)
HIYA! I'm Day, a lifelong game designer, writer, and producer. I made Smile For Me, Family Style, and I’m currently making Great God Grove at @limbolanegames. I specialize in alternative controls and ​ unusual social media marketing!
I have spare time this month, so I'm opening up some no-cost slots for game consultations! Pitch me your team's project and I'll help answer your questions related to the design and marketing of your game.
No-cost slots are limited! Email me at [email protected] to get an application form; Sliding-scale slots are available when no-cost slots run out
(Reblogs appreciated)
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runwthewolves · 5 months
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Very brief look at my game's event system and some Mimic combat
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frankidacre · 5 months
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If YOU!! Yes you!! If you love mystery games (like prof. Layton), Sherlock, Titanic, Welcome Home, literally anything from the 1860s-1930s, you are going to LOVE (or at least like) this little web-based story I’m working on!!
It’s called Dear Clarent, and it’s a silly mystery investigating a shipwreck from 1914. Yes, it is very much interactive!! There are lots of password/cipher protected links, documents, audio, etc :)
Also, all of the artwork on the site is made by me (so far), so supporting the site means supporting an emerging artist!
We have a funny mascot too if you love silly little guys btw <3
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bibixpgames · 26 days
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"CTRL FREAK" will be releasing in April, come heck or high waters! :DDD
Yup, the release date/month is finally here, and I hope when it releases you'll all like this little sci fi visual novel! It's different, but lovable to me!
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zombeebunnie · 4 months
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Here's another doodle of Noah dressed up as Dr.Stein from Soul Eater!
There was originally suppose to be 3 variant doodles of this for spooky month but I was only able to do one. I'm trying to catch up with all the drawing prompts I never got the chance to do. :]
Only 1 left to go! :]
-----Here's the original prompt that'll also be on the next one too.-----
Noah enjoys dressing up and celebrating Halloween since it's one of his favorite holiday's. It's also a day that gives him a chance to get creative and do something different! The only thing he wouldn't mess with or adjust is his hair except on very rare occasions and if so, it'll be small adjustments that he likes even if it doesn't match up to who he's dressing up as. :]
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segfaulteddreams · 1 month
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Screenshot Saturday - March 23rd, 2024
The rat enemy is almost finished! I just need to clean up a few more animations and then get him all set up in Godot.
I was really hoping to get these animations done sooner so that I could work on the actual game itself before I have to travel tomorrow, but between work and school, I didn't have too much time. Oh well, there's always next week I guess.
Once that's done, I should just need to make him a little sword, set up his hitboxes/hurtboxes, and figure out how I want to randomly generate stats for enemies. After that, the basic combat system will be all complete (I think) and I can finally start my first little round of playtesting which I'm pretty excited for 👉👈
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cultofgalaxy · 1 month
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If you love indie games, metroidvanias, 2D platforming, and/or cute aliens going on epic galactic adventures, consider supporting us by giving us a follow and checking out our work! Watch how our amazing space journey unfolds. ✨🌍
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tidetale · 8 months
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Our discord server has finally reached 500 members!
To celebrate, we've prepared this document as a summary of everything we think should be "public knowledge" for the project.
This is all of the areas, lore, and characters that make up the primary basis of what we have planned. Although, we'd be lying if we said there weren't a few things that we're still keeping secret. We don't want to completely spoil the game, after all.
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(preview)
For those looking for a more hands-on experience we've another, smaller, announcement: between now and the release of the Second Prototype we plan on releasing a small playable combat demo. It will only be 3-4 rooms, mostly temporary art, and a placeholder boss. We've struggled for a long time settling on the various elements of Tidetale's combat system, and now that we have something we think will work we want to get user feedback on it.
If you're interested in keeping up to date with the project, most of our updates are done in our discord server, with semi frequent updates here on Tumblr.
Reblogs are greatly appreciated.
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unlimitedtrees · 10 months
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making character sprites as a one-person indie game developer
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(huh. turns out this post on cohost didnt have a “read me” section”. o well. i will put the read me section Here,  before any of da actual text. click it if u dare !!)
so, i've been meaning on making a Big post talkin all about how i actually Make my games and my processes n such ,but also ive been procrastinating on making it for so long that i thought i might as well just make One part of that post now .. and its about making the Character Sprites for my games .
So. these images are the (mostly) full sprite sheets of the three characters from my game UNITRES Dreams, taken directly from the big giant 'charactersprites.png' image that i used for nearly every sprite for Most of the game's development. some quick things to make note of: First off, Trees (the first one) was one of the earliest things i made for the game, and had their sprite sheet redone Twice since then.. this first picture doesnt contain the latest sprite sheet as the new sprites were done on aesprite and im too lazy to make a sprite sheet out of them right now.
Secondly, the Second character (the pink one), had two different designs, being completely redesigned as i didnt like their first design all too much. their redesign's animations was done in aesprite, but i made a sprite sheet out of em before so i was able to just put them here. Lastly, the Third character (the blue one with the big silly hat) remained mostly unchanged as their original sprites and design were pretty good, but they needed to be cleaned up and given better colors so i ended up polishing all of their sprites.
Anyways. it's going to be hard for me to explain my actual process, as i am Bad With Words, but i will try my best.. So. for Most of my time as a game dev, I've used Paint.NET for Everything. This includes backgrounds, tilesets, and every animation ever in all of my games. For my character sprites specifically, i usually start with making the color palette (which is a whole different process where i mess around with the RGB values until i get a specific color that i think looks pretty ... its hard to describe). When making a new character, i usaully start with an Idle animation, just so i have a good base to make all the other sprites on. I just make a sketch of the character, then i do the flat colors (as my games dont have line art), and once i have the colors i start doing the rendering , where i try to pull off a sort of Sonic CD-esque , celshaded style while Also including a bit of anti-aliasing and other modern pixel art techniques to give the sprites more Depth and make them look Sharp. Idk. it's hard to describe my process in words ... i Did make a video Years ago showing off my process, but its old and my editing in that video isnt the Greatest.
So., that's my process Lol . the only thing thats really changed is that Now i use Aesprite for making the Actual Animations , as making animations with Paint.NET is Really Difficult and Annoying , as i have No Idea how the animation will Look until it actually appears ingame .. which results in the early versions of each character's animations looking a little weird (such as Trees' first two versions, the first version of the Pink character, and the Blue character's animations.. .though the blue character isnt as bad as the other two and i kept their animations mostly the same in the final game LOL).
Something that people have kind of criticized about UNITRES Dreams' animations is that some of em dont exactly ... Look Good. a lot of animations are pretty Inconsistent , with characters like Trees having inconsistent sizes in some animations and the movement in animations such as the Pink character's walking animation and various other animations (Especially the ones made in Paint.NET) looking Unnatural.
And Well .. here's the thing about making animations and sprites for something like this. When you're the Main person making an indie game, you have Tons of different parts of the game that need to be worked on while having Very little time to work on others. On Top of making every single animation for UNITRES , i had to make every single Tileset and background for every single level, On Top of making the Level Layouts , Programming , and even making sprites for things like the UI. And you have to constantly Test the game to make sure everything works and things Look good.
So. i had very little time to work on the sprites, and i Knew this. Something you have to consider is that, not only are you making the animations for the main character , you Also have to make Tons of animations and sprites for Literally Every Other Aspect of The Game . this includes Enemies , Level Gimmicks , NPCs, And the UI .. so you end up having to work on Thousands of sprites by yourself in such a short time.
I ain't the best animator , nor the best sprite artist . But , for this game I chose an art style which is Kinda simple and comfortable for me, which made making things like tilesets and backgrounds so much easier for me. The character sprites specificially only use a few amount of colors ,but also i tried my best to give them as much depth and make them as Colorful looking as i could. Also , something you might notice is that all of the playable characters dont actually have a whole lot of animations .. each of the characters only have the Exact amount of frames and animations necessary for them to Look Good moving around the levels. Aside from a few Gimmick Specific animations that arent in the sprite sheets i posted , there arent many Extra animations or animations with Tons of Frames that i wish i could have added .. and it Kind Of Sucks . Having to split my time across Three Different Characters , i had no time to make any animations Too Crazy or Too Smooth , and i couldnt include any extra animations that could add a bit of personality to the characters ... In Fact ,the Idle "animation" isnt an animation , its just a still frame. I didnt have time to even make a simple waiting animation !!
It Is What It Is. For what its worth , Ithink Im pretty proud of the animations i did for UNITRES Dreams. while i think ive become a much better artist and animator since then, i still think some animations and some of the frames look really good ..just looking at some of the still frames is really nice .. so i think i did a good job, especially for a game that was made in 2 years and is Free. And Hey, while the animations in UNITRES Dreams may not be the best or have the most smooth animations , i Did get to experiment with making more smooth animations for TREES' ADVENTURE. while ,now, i think some stuff could use some work, i am Really Proud of how some of the animations look .. ididnt get to make Too Many extra animations (there still isnt even an Idle animation), i Did get to make some cool extra animations , such as individual animations for your Jump that are based on how fast you're moving . (the original post on cohost had a buncha gifs of da animations but im Too Fuckin Tired 2 post em here LOL !!!)
So Yea . the moral of the story: making video games is kind of hard and time consuming , Especially when you're like , the Only one working on them. just make sure to plan ahead and try not to overwork urself .. make what you can and do it when you can. Thats what i think , anyways.
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projectwishgranter · 5 months
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Little Mimic event preview / Mimic enemy action
Don't forget to play my other game EverCrawl on iOS & Android!
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tia-indie-dev · 2 months
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I did good
I took part at brackeys game jam(you get a theme and you have to make a game that deals with it) and today I got the results of the rastings, 802 entries were made
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