Wednesday, November 20, 2013

Creating pixel graphics (programmer art) - in four weeks

I haven't done much pixel graphics and wanted to have a go so I took part in an event called Pixelshit Wednesday, overseed by Prisonscape.

Week one

The first challenge was to simply create a character with limitations to color and size. I didn't pay enough attention, I just started clicking pixels and this is what I got:

Fatty Cyborg

I called it "Fatty Cyborg" because that's what I thought it looks like. Why I made those long hands? No idea. It could be good for a humorous fast paced platformer or the final boss in a cheesy RPG. Not so happy with this one but it's a start.

Week two

The next challenge came with a Nightmare theme. It was around Halloween, after all.

Sad Octopus is sad.

I started to work on a ghost with a shouting face. Somehow the painting by Edvard Munch came to my mind. I couldn't make my ghost so nightmarish so it evolved into this squid-like creature. Would probably look better if animated.

Week three

The next challenge was a bit bigger, making a tileset. Restrictions: 16 colors, tile size: 16x16 to 32x32 pixels.

The "Cellar"

I have no idea what's in those barrels but it looks biohazardish. Making this actually inspired an area and a story in a game I'm making so it wasn't a total fail. But I suck at shading, gotta work on that.

Week four

The fourth challenge was to draw a character that fits into the tileset environment. I wanted to make a mad scientist to go with those tubs of green goo. Started with the beard, the glasses and the rest of the head and worked down from there:

"I'm a doctor and I want my sausages!"



I had a lot of fun participating in this event. It didn't turn me into an artist but it certainly improved my pixel skills, inspired new ideas and introduced me to some awesome developers. Thanks!

Off to make next week's challenge...

Check the submissions here:

Week 1:
Week 2:
Week 3:
Week 4:

Tuesday, September 3, 2013

Adding 15-second timer to your game's splash screen (libgdx)

Adding a timer to your game is quite simple.

Here we call the schedule() method of the Timer object and pass it a new Task object and delay parameter (15 seconds in this case). The run() method will fire after the 15 seconds and inside it you define what to do. In this case we just call another method that handles the change to another screen.

We also set touch event because usually the player doesn't want to hang on the splash screen:

private boolean timerIsOn = false;

public void render() {, 0, 0, 1);;

      if(!timerIsOn) {
         timerIsOn = true;
         Timer.schedule(new Task() {
            public void run() {

         }, 15);
      } else if(Gdx.input.isTouched()) {
           // Remove the task so we don't call changeScreen twice:

Check also the Timer class javadoc for more information and methods.