Don’t Talk to Strangers!

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That’s the name of our entry to the #StencylGameJam 2016!  😀
It was made by me (code and a bit of game design, super average sound) and two other friends, the Illustrators and Comic artists (from Brazil):
Luís Felipe Garrocho  (game design and some art) and Ricardo Tokumoto (art and art direction)!

About the game:

You are a kid. You love candy. That’s basically your life.

You just arrived in a new city with your family after your parents changed jobs. And it’s Halloween.
Your mother warned to not talk to strangers your whole life. But it’s Halloween. You gotta get that sweet sweet glorious candy.
So you go. If you get to know them, maybe they are not strangers anymore? So it would be ok to go trick or treating then.
But be careful. If something looks strange, you can always leave.
Good luck.

You can play it on gamejolt:
http://gamejolt.com/games/dont-talk-to-strangers/197889

the NEXT jump! [stencyljam2015]

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This is my game to this years stencyljam2015!:
http://www.newgrounds.com/portal/view/657415
(it says reviewing, I dont know if you guys can play it)

the NEXT jump is a turn-based shmup with roguelike ingredients.

You are a pilot in pursuit of a Pirate Mothership  that keeps its distance from you. To catch the mothership, you use “Jumps” to cross long distances… and inside those jumps hordes of pirates (each one with their movement pattern) try to kill you.

Its a game about learning patterns, the enemies and yours!

Controls are mouse based:
To move your Ship, click on the tile next to you.
To shoot click on the shoot button… and the same to punch.

Every move (click on the tile you wish to move) costs energy, every punch costs energy… every shot… Once you make your move, the pirates around you make theirs and so on.
But you can pickup energy and Scrap (money) from fallen Pirates.

When the jump is complete,  the jump gate appears and you can buy upgrades on the shop and then jump again…

I made everything on Stencyl 3.3, GIMP and Blender. Sounds are public domain and BFXR (site).
Thanks for playing! I hope you like it! :]

.dilly

Glitched Spaceway little Post Mortem

During the month of June I participated in the Game Jam hosted by Game Jolt, #glitchjam.
I have studied a lot game development, all aspects of it, the programming itself to marketing… But this was one of the best things I’ve ever done (to help me study).

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Self teach to do something, be disciplined, is very difficult. Even more without an “immediate objective”. Join this JAM, with a deadline considered “long” (one month) ended up being an excellent choice for my learning. I learned a lot throughout the process and the results you can check here: Glitched Spaceway.
Took a look? Well now the rest of the post will make more sense.
Continue reading

Glitched Spaceway Pequeno Post Mortem

Durante o mês de Junho eu participei do Game Jam #glitchjam hospedado pelo site Game Jolt.
Tenho estudado muito desenvolvimento de jogos, todos os aspectos da coisa, da programação em si ao marketing.
Foi uma das melhores coisas que já fiz (pra me ajudar a estudar).

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Se ensinar a fazer algo, ter disciplina, é muito difícil. Fazer isso sem um “objetivo imediato” mais ainda. Participar deste JAM, com um prazo considerado “longo” (um mês) acabou sendo uma excelente escolha pro meu aprendizado. Aprendi muito no processo todo e os resultados vocês podem conferir aqui: Glitched Spaceway.
Deu uma olhada? Bom. Agora o restante do Post vai fazer mais sentido.

O jogo está repleto de Bugs e incompleto. Muitos destes bugs ninguém nem vê, mas eles ainda estão lá. O que, pra esta JAM, não faz tanta diferença: A ideia é o jogo ser Bugado e estranho. Meu shooter na verdade pode ser considerado um dos mais acanhados neste sentido, basta dar uma olhada nos outros jogos. :]

Tirando o fato de que esta é minha primeira experiência em todos os sentidos, tanto como desenvolvedor quanto como participante de um JAM, as coisas que mais aprendi não foram tão relacionadas ao uso da ferramenta de desenvolvimento (Stencyl 3.1) ou a criação dos gráficos em si: Foi a de organizar e colocar as ideias em prática. Foi o Design da coisa… Continue reading