tilemap-pixel-jam blackmoon wildbunny
Small tile-map-jam I made yesterday in under 30 minutes

Ever struggled making decent tile maps for your small game project but not wanted to ask or hire an pixel-artist? Then this here is for you! It is simply one of the best tutorials on “how to make pixel-art” that I’ve ever read. The magic of this tutorial is, that you you learn how to make real “edges” to your basic, loopable tiles.

Just head over to tileset-tutorial. Everything is much better explained there, than everything I could write here. This tutorial was written by Blackmoon Design andy published at Wildbunny-blog.

Blog - Date published: May 31, 2012 | 0 Comments

reprisal_universe

When graphic-designers meet game-design – this can be a very fruitful combination. The game Reprisal is a good evidence. Artwork and in game-graphic of Reprisal is one of the most clean and charming pixelartwork, that came within the last years – playing in the same league as Sword and Sworcery or Fez.

The game was made by Jon Caplin, a UK-based graphic-designer. He worked on this game in the last six month as a private project. His blog says: “Ever since having an Amiga 500 as a kid I’ve been interested in making a Populous styled game.” And now the game is really to play (in your browser). Watch out – there are Reprisal printout-posters coming at you, too!


Games - Date published: May 27, 2012 | 0 Comments

Syder Arcade is a shooting-game in the style of a really classical vertical shooter, developed by Studio Evil. The game does not only have a clean gameplay, but also very polished graphics. This is how classical shooting games from the Amiga-times would look like today. As a special feature, the game offers some “graphic filter”, that lets you select very strange in-game color-schemes. You can select for example, to play the game in color-schemes “Apple II, C64, Amiga HAM or gray2bit“. And since there is a decent lack of good shooting-games on Mac OS-X, consider this a gaming suggestion! (The game is also available for Windows)

(via)

Games - Date published: May 24, 2012 | 0 Comments

Playful Design Book

Most recently John Ferrara published a book called “Playful Design“, that tries to bridge the gap between “everyday user-interfaces” and “game design“. It is aimed at user-experience-designers, who want to try to make their apps more sticky and more meaningful for the users. Here is the link to the Table of Contents.

The “Netmagazine” published an edited version of the chapter “Ten tips for building a better game“, with sentences like this:

“Consider what makes a game intrinsically interesting. You’ll find a lot of creative opportunity in games that make the player think through interesting choices instead of executing twitch responses.”

All in all, this book looks like a very nice lecture for both game- and user-experience-designers.


Research and Theory - Date published: May 24, 2012 | 0 Comments

Forget me Not

The great retro-casual game “Forget me Not” from Nyarlu Labs is now available in a browser-ready Flash version. The game features generative level processing, clean designed graphics, sounds and gameplay – and therefore a never-ending source of arcade fun! The game is already available for Mac/Win and iOS. (via)

PS: Nyarlu Labs has a good writeup in the blog, how he did the procedural level generation. Yay!

Games - Date published: May 19, 2012 | 0 Comments

piksel-bacteria

The art and research group “And-Or” from Switzerland released another interesting concept-game. Piksel Bacteria deals with Augmented Reality and the real world.

The concept is easy (and maybe not a game at all) – your mission is to “infect” as many pixels as possible with the “bacterium pikselum”. The bacteria breed, by looking at them with the iOS-camera. Give them food by taking them to an edge and start moving the camera along the edge. What I like about this concept is, that you do not need any QR-Codes or something other prepared, to step into the “Augmented Reality”-world, but that the “game” plays instantly from any phone in any environment.

Before “Piksel Bacteria” And-Or raised gameplay and reality questions in works like “Gamescape“, where the players input of the game results in architecture. Or Discrimination Pong, a work that raises questions about gameplay modifiers, asymmetric gameplay and discrimination.

Blog, Games - Date published: May 19, 2012 | 0 Comments

Just stumbled upon this animated version of the still great book / project “How to survive a robot uprising by Daniel H. Wilson. It explains in shot, how to act on robots, if they get really hostile and out of control.


Blog - Date published: May 14, 2012 | 0 Comments

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