games « Indie Fund Below is the list of games Indie Fund has funded so far(click on the title/image to go to the game-maker’s website!): Kachina Kachina is a whimsical physics toy that explores negative space by allowing players to manipulate a hole in the ground, swallowing up animals and spitting them back out elsewhere. For each object players swallow, the hole grows a little bit larger – evoking a sense of childlike wonder through order & scale. The action takes place on the stage of the American Southwest, exploring the relationship between modern American and indigenous Pueblo cultures through themes of erasure & discovery. Panoramical We are super excited to announce our support of Panoramical, a collaborative project by Fernando Ramallo, a game developer from Argentina, and David Kanaga, best known for his work on Proteus and DYAD. Mushroom 11 The design space being explored by Mushroom 11 is not something we’ve seen before. The Splatters Dear Esther Available for download on Steam! Antichamber Faraway
Pixel Joint Forum: The Pixel Art Tutorial V. Creating a palette: When should I worry about colors? Well essentially what it comes down to is, what colors does the piece need to have? then, as I go, how far can I get with those (until of course I need to add more shades). This is a common method of creating a palette for a piece. As the piece gets more complex, it becomes necessary to create additional colors to achieve more advanced shading, or to color new image elements or details. Another method is to create the piece in shades of grey, then add color later. Personally I find it easier to keep up with colors as the piece progresses, so I prefer the first method. Color count You may find that pixel artists often advocate a low color count. If modern computers can easily display hundreds of colors, why shouldn't you use them all? Cohesion- When you're using less colors, the same colors will reappear throughout the piece more frequently. Hue, Saturation, and LuminescenceHue:Hue refers to the identity of a color. Color Ramps
SpriteMaker - free tool for creating sprites You are here: Home > Apps > SpriteMaker - free tool for creating spritesPublished: 19 Oct 2013by SpriteLand Use the free Sprite Maker tool to create your own sprites. It is really easy to use and you can very quickly create a character with his own unique outfit. You will be creating your own sprites in seconds. Price: Free Resolution: 640 x 580 Changes Screen Resolution: No Download File Format: ZIP File Size: 1.8 MB Version: 0.21 Watch Tutoital: Grafx2 scripts DB ToolBox UPDATE! TOOLBOX v1.3 zip-archiveTen new scripts, f.ex one that allows you to design geometric shapes as aid for your sprites and art. Added Dennis' winning palette to the custom presets. Documentation updated with many pictures (also included in the zip-archive), here's the online version: ToolBox v1.3 documentation zip-archive (13 Dec 2011) Right, so here's the story... there's a nice little pixelprogram called Grafx2 and in the recent years we have greatly developed its scripting ability (well, I request features and others implement ;)) Now I have written about 100 more or less useful scripts for different Color, Brush, Palette & Image operations. Here's a zip-archive with the scripts and some instructions. Some of the stuff you can find in there: If you have any problems just let me know. I'd love to see more people try some Grafx2 Lua-scripting! Grafx2 HomepageAnd here's the page with scripting information: Brush Factory
Indie Resources On the 30th July 2014 the site got updated, restrutured and redesigned… however the update is still not finished and thus this new Indie Resources overview page is partly incomplete. In case you are missing something you can still check out the outdated old Indie Resources page until the update is complete. Thank you for your understanding. (Game Making Tools, Game Design, Postmortems, Programming, Project Management…) (Create/Download Graphics, Hire Graphic Designer…) (Create/Download Sound + Music, Hire Sound Designer/Musician/Voice Actor…) (Distribution of Game via Payment Processor, Digital Store, Free File Hoster…) (Starting & Running A Business, Game Revenue, Postmortems…) (released…but still unfinished. rest of the articles will be added in the next few days.)
WIP Floppy support still in progress I didn’t totally finished floppy support but I’m pretty sure of one thing fun : JSI used an already existing lib. They didn’t fully updated it. They cleaned some stuff (like the BPB table) but not the format data (6 availables while 4 selectable), because code is based on 6 bytes per data and, according the format defined, at least one is for 5 1/4 floppy. I think it also why the code is a total mess LOL Anyway, another thing which make it hard to re-code is the fact they use the same function to write and read. floppy support is really hard I ‘m finally working on the Floppy support… It will help me to debug the floppy drive on my broken SMD It’s really hard to understand all of the features of the floppy controller. Open source SMD Bios – comIO I worked hard today… the comIO part of the open source SMD bios is done ! UI is almost finished too I’ll finish UI then I’ll move to my SMD fix since I need to test my bios first . VDP stuff is done UCON64 on DSL
Vector to Pixel 2: Making sprites in Illustrator | 2D Will Never Die Vector to Pixel 2: Making sprites in Illustrator There’s no other way for me to say this: I hate Adobe Illustrator. Seriously. Trying to make comic art in vector programs for me is like trying to make calligraphy in an Etch-A-Sketch. Using the left half of your brain to make a product for the right half of your brain is a concept I can’t wrap any of my brain around. The following is just one way to do this, and it’s not a definitive guide. Penciled linework, shown at 50% (with full sized insert) Your artwork doesn’t have to be perfectly rendered to start, but an adequate amount of detail is helpful. A good sprite needs a good clear silhouette, and I’ll also want to have a 1-pixel outline around the sprite in order to match this particular style. First, you could trace the outline with the Pencil tool at a 1-pt stroke. The pencil tool risks jagged pixel linework Second, you could fill in the area of the sprite with the Blob Brush tool, also with a 1-pt stroke.
The Art & Business of Making Games Labbed.net webdesign.tutsplus Using CSS sprites, instead of a collection of smaller individual images, will improve your web pages' performance and keep things more organized. Let's take a look at some best practices and some helpful tools for your sprite-making workflow. The name sprite might remind you of gaming sprites; retro console games and even browser-based games these days: and in CSS terms the role sprites play is more or less the same. A sprite is one large file containing multiple images for your website, saving loading time and web space. The essential point of using CSS Sprite Sheets is that the server only has to send one image file containing all your images, not a host of individual ones - and through CSS you can display any little segment from that file as a background to an element. Some would have it that using individual images can 'fool' the eye into thinking the page is loading faster; images popping up as they load might appear to be good progress. CompassPrice: Free!
Iñigo Quilez - fractals, computer graphics, mathematics, demoscene and more