Are you completely new to Photoshop and Pixel Art? Then Iāve made this Video Tutorial for beginners going into PixelArt in Photoshop.
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@dev-more-blog
Are you completely new to Photoshop and Pixel Art? Then Iāve made this Video Tutorial for beginners going into PixelArt in Photoshop.
Was kinda ill (standard annual viral thing), so work was moving sloooow. Here is some more foresty forest.
Ive made some decisions on new game story, and the first location will be in the forest!
Random numbers
Im quite sure that random numbers generator with seed for js is a solved problem (native Math.random() doesnt let you to set initial seed, which you need if you want to be able to repeat some pseudo random sequence). But I wanted to try to implement it myself to keep code uniform and simple.
First candidate was multiply and carry generator, which failed. It gives you random numbers, but it seems to be biased heavily. Probably with some easy to implement additions (making sure it doesnt stick around zero) can make it better. So now Im in search.
Playing with randomly generated locations. Not quite sure that I will leave generator in game, but I might use some generated stuff to make locations.
Thats smoker`s walking animation
A little casual walk cycle I did for school
Thats a normal artist`s walking animation
Recently I've added a couple more params to guns. Obviously the more parameters I add, the more diversity I get. Even though every parameter is not really THAT diverse. I have at the moment: 8 barrel variants, 4 aim variants, 5 handle variants and 6 magazine variants, so 8*6*5*4 gives 960 variants, some of which are in the picture. Now if I add single parameter with like 4 variants, then I will have 3840 combinations, which is quite good.
Several generated guns
I like procedural things. I think that this love arises from lack of visual creativity and scientific background, but I like to see how pure mathematic abstraction creates huge variety of everything.
Wrong neighborhood motherfucker.
Working on some improvements, which didnt make it in furst release, until the month is over
i dont lack any confidence or motivation. if you ask me what i want to do, itās āi want to make momo 4Ā 24/7ā.
i just cant afford to do it since these games dont sell, and progress is absurdly slow. things havent been nice lately.
iāve seen people saying they can make the games i make in 5 minutes using mspaint. well, i cant.
as things are right now, i want to put it in hiatus or just cancel it. crowdfunding is dumb because people have unrealistic expectations. itās useless if im going to ask for an useless amount (plus all the hassle that comes with tier rewards). and itās useless if im going to ask for a big amount (people will call it bullshit / it wont be funded).
i make games out of passion for it and not considering it as a job, so perhaps this post is pathetic in that regard.
still, it weights in when i spend most of my time working on momo 4 and dealing with conflicting thoughts such as āwhy the fuck am i wasting time on this?ā
Itās disheartening to see this from someone with such a great game series. Iād think Momodora 3 would be more financially successful, especially being on Steam. It sounds like the indie game scene is even worse than I thought.
I guess I always thought that the problems I was having trying to sell my games were because my games werenāt very good, or I didnāt pick a popular genre, or maybe I just didnāt have enough Twitter followers or whatever, or that if Iād get more sales if I had my game on Steam.
Iād been wondering if I shouldnāt move on to something else, recently, after spending days with my games on Desuraās front page, getting thousands of (free, granted) downloads⦠Only to have 0 sales on either game in the weeks after the 100% sales ended. Even putting the games on sale for 50% off, 0 purchases.
Again, I thought it was just issues with my own games. Seeing that a good game on Steam in a popular genre canāt earn its developer even a meager living, Iām not sure what to think of the prospects of making games.
Are there people out there who work hard, make a great game, and make money from it? Or, is everything shovelware and viral hits, or otherwise āAAA Indieā with a team and funding? I just want to have fun, make games, and make a reasonable amount of money for the level of effort I put into them. It seems like solo or minimal-team development isnāt feasible.
I said the personal bit I wanted to say privately, as I think thatās a better way to go about that.
However, now I want to say some things about indie dev in general, as Iām seeing comments like this more and more.
Indie games had a huge boom, a couple lucky guys hit it pretty big and the market saw a sudden influx of what were basically clones. Sadly, with those clones came some legit games made not for a slice of āfat money cakeā but with love and hope that maybe they could make enough to live off of.
The market is flooded. If you check Steam right now for indie titles, right now go do it I can wait.
ā¦
Back now? Did you see them all? Thereās a lot, right?
Now Iām going to say something that a lot of indies, by nature, wont want to hear.
You need to market. You need to talk to people. You need to yell from the mountain tops, āHEY I MADE THIS THING, LOOK AT IT!ā. Get used to talking about your game, find and become a part of every game site you can that talks about in-development or indie games.
You could also go the route so many have lately and hire a PR guy to do this for you. Many seem to be fairly inexpensive, but Iām not sure that will last given demand. You could designate a team member (if you have a team) to that job if their current one isnāt too demanding (Iām going to make some people mad by saying composers, but know that I love composers from the bottom of my heart, I just know they do not need to be working on music 24/7 and likely have more time than other team membersā¦also I know quite a few that are masters of multitasking),
The point is; You canāt just throw your game up on Steam and expect people to buy it. They canāt buy what they donāt know about. Some people ignore the store page entirely and just go straight to their games. Unless they are looking for something specific.
For instance, I did not know Momo 3 was on Steam until I noticed the pinned tweet. I miss a lot of new releases because I donāt have time to go looking for them anymore. So I make it a point to follow all the devs I like through social media, this way I can see what all of them are doing in one go.
Iāve watched a couple devs go from, āHere is a little dude, he shoots thingsā to āeverybody is talking about my game and I am freaking outā. I learned later, after some smart devs asked, that they had PR guys to help market their game.
As much as you love your little playable babies, as much as you might hate people or marketing or feel like a shill, it is absolutely necessary. Tumblr and Twitter make it a little easier now, as you can just post updates and in-dev stuff and not really have to push too hard to get noticed.
When you get to the point where you want to sell your game, however, you have to branch out. You have to hit all the places. Talk to all the people. Post videos and demos everywhere.
You love this thing youāve made. You love it so much youāve worked on it for free, in your spare time, because itās something you wanted to make.
But even devs need to eat and isnāt it everyoneās dream to make money doing what they love?
So get out there, show the world how awesome your game is. Theyāll never know if someone doesnāt tell them.
That got a little long, Iām sorry and hope it made sense. I canāt keep seeing these messages. You guys canāt give up. Indies are where games are being made now. AAA titles are mostly stale and often rehashes, much like mainstream movies. Indies are the ones still making things with love.
We need you guys. Games need you guys. Donāt give up.
Why are you such a huge faggot that makes shit games?
girls cant be fags and people really like shit games :)
Im not quite sure, where did he find shitty games? All i find is pretty impressive. Could you maybe point a direction where i should continue my search?
Iām gonna keep this short and sweet. I recently release a game on Steam and felt like advertising it. I was willing to spend $100 on each siteās āpay for adsā thingy merely as an experiment, so I purchased adspace on two sites for said price.
$100 on Reddit will get you:
133,333 impressions...
Some useful info u have
Playable flat space game for 1gam. Use chrome/chromium, luke.
Flat space week 2 review
This is the last review, because the game is ready to the extent when I can say it is ready and i can move on. It is kinda funny how the idea morphed during these 2 weeks. I started with an idea of an open world sandbox where you have to run away from expanding black hole or supernova or whatever, then I understood that its a) too complex b) it lacks motivation. Because sandbox in a soon-to-be apocalypse world is meaningless. Instead of open world with infinite possibilities you have marauder simulator with limited time. So the idea morphed into asteroid miner escaping from the blackhole. I kinda like this idea, but it was too complex for a week too: I planned making 5 levels including tutorial and pulsars and "rogue colonies", where instead of using the mining torpedo for mining asteroids, you would have to use it against rogue living beings, which meant more sprites and more logic for all these poor guys. So instead I cut all these features to concentrate on the core feature: smashing asteroids with torpedo. Yes, its a little less spectacular, there are just two "stages" in all the game: you collect the fuel, then you waste it while flying all the way home at light speed, but it is here, while all the games Ive planned at first are still to be implemented by someone else.