4 Pixels and a Game

4 Pixels and a Game [ Formerly VanKadeGames ]
Game Dev Team
See the latest progress of the games we're making!
(1)

Forg Jump is now available on Google Play! 🐸Check it out here!
31/05/2023

Forg Jump is now available on Google Play! 🐸

Check it out here!

03/05/2023

New mobile game in development! 🐸

23/07/2021

I had so much fun participating in the 48-hour game jam and making "The Last Fire"

Thank you Lanot Design for the opportunity to showcase my skills :3

A few more details about the game:
🔥 The White-robed character was voiced by my very supportive younger sister who is very eager to be the voice actress of the character

🔥 The real struggle for me during development was trying to limit my scope. Fighting the voices that kept saying:
"wouldn't it be nice to add in.." or
"this surely wouldn't work without.."
"Add this, add that. etc. etc."
I couldn't possibly submit a playable game within 48 hours if I added every little bit I came up with. I needed to come up with something simple and stick to that concept

https://m.facebook.com/story.php?story_fbid=359641632402111&id=340687816024107

🔥THINGS THAT SHOULD HAVE BEEN🔥
- to my future self, should you ever commit to plans for publishing The Last Fire.

🔥 There was supposed to be a "buy upgrade" at the end of each wave. That was the purpose of the gold. The player would be presented with 3 cards: 1 for the bow, 1 for the movement, and 1 for the health. Each card gets increasingly expensive, yet more interesting and powerful at the end of each wave.

🔥The player should have a more powerful attack when holding the mouse button

🔥 The player should have been able to buy a different weapons

🔥 The priestess should have been helping to fight, and spending gold on her in the shop would grant her abilities like: healing the player, the fire, summoning barriers, etc.

🔥 There should've been other varieties of enemies:
- flying
- ranged
- horde regenerating
- summoning
- tank
- mini boss (end of wave)

🔥 There was supposed to be a grand boss fight at the end of wave 5 and a huuuuge plot twist about the fire and white-robed character but 48 hours is 48 hours and I was too slow 🤦

11/04/2021

Testing out Unity's Animation Rigging as replacement for IK targeting. Looks really great!

03/03/2021

I am now officially licensed to publish my games on Google Play! 🎉🎉🎉 :D

01/03/2021

Reaching out to other game developers out there familiar with Unity and 2D game dev

I seriously need advice on this character creation system. It's using animated sprite sheets, so it's no ordinary character creation system and I'm pretty sure I'm not the only dev who's thought of this.

Thing is, the character is animated with sprite sheets, and the only way I could come up with achieving this is to create a Player GameObject that's a parent to other gameobjects, each with its own animator namely:
Hair, Head, Eyes, Torso, Legs.

with each part having unique sprite animations for:

Idle, Walking, Running, Melee1, Melee2, Pistol1, Rifle3, etc. etc.

I feel like there's an easier and more efficient approach to this, but I just don't know how. Perhaps someone could point out something I'm missing?

The video below is a sample of the project to help you visualize my dilemma.

I made more progress! Call my me slow, but in my defense, I just really took the time to clean up the animations to my l...
28/02/2021

I made more progress!

Call my me slow, but in my defense, I just really took the time to clean up the animations to my liking. I know they need more polishing, but they should do for now.

Day 002
- Changed the zombie's idle and walk animations
- Made the body shape more defined and added outlines to it's eyes.

Day 003
- Player Melee Attack
- Integration of animations into the Project

Day 004
- Melee Combat script
- Generic Zombie Chasing behavior
- Camera Screen shake
- Blood Particles VFX

Link to YouTube video:
https://youtu.be/SgZtC9rpNmA

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https://www.youtube.com/user/Vexento​
Free Download / Stream: https://bit.ly/smile-vexento​
Music promoted by Audio Library https://youtu.be/GPMiFwpX4YY​
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Made more progress!Call my progress slow, but in my defense, I just really took the time to clean up the animations to my liking. I know they need more polis...

25/07/2020

"Maglalaro"
Sender: Akashi

So glad I found this guy's videos. He's not just teaching art... He's teaching life.I think I ought to watch more of the...
15/07/2020

So glad I found this guy's videos. He's not just teaching art...

He's teaching life.

I think I ought to watch more of these so I can conceptualize art better.

https://youtu.be/FCHhNJWzUnc

🔪 6:24 Interesting! 🔪 Reference Challenge #2 review! WINNER! https://www.instagram.com/ruysbastiaan/ 🦅⋗- - - Submit to the latest reference challenge: post y...

14/07/2020

📷 : The Developer

Also applicable in content making!
13/07/2020

Also applicable in content making!

Game development mistakes can be costly! These are the eight indie gamedev mistakes that we have seen sink projects and add time and cost to development. If ...

How do you guys feel about:A game aboutThe Philippine Revolution- but it's in gothic art style and the gameplay is 2D si...
10/07/2020

How do you guys feel about:

A game about
The Philippine Revolution
- but it's in gothic art style and the gameplay is 2D side-scrolling platformer / shooter

Because I am unable to proceed with further development on my current project, I'm going to start conceptualizing on my ...
08/07/2020

Because I am unable to proceed with further development on my current project, I'm going to start conceptualizing on my next project!

07/07/2020

The game's pretty much ready for alpha testing. But I can't yet because I need Google's Developer's License first. So today, I'm just going to work on polishing the User Interface.

06/07/2020

The software is called Bosca Ceoil. This is where I compose the music for my game. It doesn't require a keyboard, and it's freeware too!

Let me know in the comments what you guys think. If you also know a better software for music composition, let me know and I'll gladly try it out.

From the notebook, to the final sprite
06/07/2020

From the notebook, to the final sprite

05/07/2020

In this video, we observe the "Destroyer" space ship and some new changes to the game:

- [ Manual shooting ]
- it's a pretty big deal and keeps you busy. Otherwise, players may find the game boring if everything is automated.

- [ Automatic Turrets ]
- Some ships (like this one) will have automatic turrets that rotate and shoot the closest enemy.

- [ Boosts ]
- you may now find and pick up "boosts" randomly thoughout the game. In this video, I just placed them near the player's spawn point so I can easily show them: Rapid Fire, Shield Repairs, Speed Boost. (More to be implemented soon)

NOTE: I KNOW THERE ISN'T SUPPOSED TO BE SOUND IN SPACE BECAUSE SOUND WAVES CAN'T TRAVEL IN A VACCUM, but it's just a game so cut it some slack XD

02/07/2020

Note to future self: 💡

When you have the time, consider REMAKING all the games you made or tried to do during college in this order:

1. That 2D shooting game you made in .NET featuring a last stand of a K*K soldier against the Spanish colonizers. 😂

2. The 3D zombie survival game that featured a real-to-life map of CSA. But turn it into a top down shooter and implement multiplayer 🤔

3. Your thesis "Daughter of the Revolution: a 3D RPG about Philippine History" for justice.. 😭

4. "Burn the Dead: 7 Kingdoms" as your biggest project yet 😮

30/06/2020

{ DEV LOG }

[New Stuff]
> Began development of the core functionality of the ship selection screen:
- [x] You are unable to proceed to the game proper unless the ship
you've selected has been unlocked. (same for upgrades section)
- [x] The Upgrades section displays the stats of the selected ship
- [x] You can view the predicted stats (the green area ahead of the white
part) to help you decide what upgrade to prioritize.
- [x] Upgrading spends regular currency.
- [x] You are unable to upgrade if your regular currency is less than the
cost
- [x] Maxing out an upgrade disables further upgrades
- [x] The way the UI is designed makes it obvious if you can launch or not.

> Added visual effects in the game proper to make decisions seem more critical (when to turn, when to face the enemy, when to get hit on purpose, etc.)

> Added a feature to watch an ad to revive
- this feature actually works, but in the video, the internet's just too slow XD

> Added more enemy varieties:
(in order of appearance based on difficulty level)
- Generic - rams into your ship
- Generic Slow - also rams into your ship, but takes more than one bullet
- Shooter - fires a bullet and recoils away
- Orbiter - will try to trap you in a circle of instant death
- Barrager - tries to get near, then fires 5 bullets and recoils away
- Seeker - keeps distance and launches two missiles every two seconds
- Drones - a faster, larger, more agile shooter that maintains distance
- Drone Carrier - for every drone it launches, its "dock" becomes a
missile launcher
- Boss - A big-ass [ s e c r e t ] out for the destruction of the human race.

[ Next Development ]
> Ship Stats Persistence
- - Each purchase / upgrade made should remain purchased.
- - Pass on the stats in the selection menu to the game proper.
> In-App-Purchases
> In-Game consumable boosts (revives, speed boosts, nukes, etc.)
> Balance out increasing difficulty and spawn rates during game proper
> User Interface design to look more hologram-y and space-y

After today's coding session, my creativity has reached levels beyond 0! If someone could just help me name the regular ...
28/06/2020

After today's coding session, my creativity has reached levels beyond 0! If someone could just help me name the regular and premium currency of my game, that would be great.

21/06/2020

I've added better sprites for the infinite background and the enemies! I've also replaced the background music so it's more cleaner and easier to listen to.

19/06/2020

[ D E V L O G ]
> Looks like the game still has a long way to go. I underestimated the time it takes to actually implement the features I want. (Note to self: Quit procrastinating.) However, I'm positive I could release this in another two or three weeks if I keep at this pace. Maybe even sooner if I could keep myself motivated enough.

{ C H A N G E S }
> Added sound effects! I used Bosca Ceoil (a music-composing software) to create the sound effects and music.

> To take the graphics a step further, I installed Unity's Post Processing package, and added a bloom effect and some color grading effects to make it look neat for a 2D game.

( G O A L S )
- Implement a complete and functioning highscore system;
- Create a flexible reward system upon game over;
- (currency, crafting, upgrades, new highscore, etc.)
- Character (or in this case, Space Ship thing?) selection screen with upgrades similar to hungry shark.

16/06/2020

This will be the first game I'll be releasing in in about a week or two.. it ain't much but it's something!

13/06/2020

{ Dev Log }

=> Pausing development of the current project as its conceptualization hasn't been finalized yet. (No title, undecided theme)

=> I'll work on small procedural mobile arcade games in the mean time, and gradually work into resuming development of the primary project.

11/06/2020
08/06/2020

There are days that you just can't always be motivated or
🔥 fired up 🔥

Have break from it all every once in a while.. 😴🥱😪

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Blk 9 Lot 3 Austria Street, Macaria 2A
Biñang
4024

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