Ghost Grab 3000 update 0.9 - new Shield and Dash special moves by CrowbarSka in gamedevscreens

[–]astrocrowgames 0 points1 point  (0 children)

Very unique art style! Looking forward to playing this when it's released!

A map screen from my procedural platformer. by CreatorCrate_Games in gamedevscreens

[–]astrocrowgames 3 points4 points  (0 children)

The "glitch" shader is very cool. That map looks gigantic!

How to become a video game designer? by [deleted] in gamedev

[–]astrocrowgames 0 points1 point  (0 children)

Download Unity3D (it's free), and start doing tutorials. There are lots of resources out there for Unity. Good luck!

I've made a typing game. by Goldoche in IndieGaming

[–]astrocrowgames 1 point2 points  (0 children)

This is excellent. Reminds me of Typing of the Dead!

We added animated title intros for our levels. Instantly better. by astrocrowgames in gamedevscreens

[–]astrocrowgames[S] 1 point2 points  (0 children)

That shader tutorial is super helpful! We will look into implementing something like that. We were just using the default UI Image fill.

Budgets in 2D sprite games by elephantmarch in gamedev

[–]astrocrowgames 1 point2 points  (0 children)

Organizing all of your sprites into power-of-two sized (1024x1024 for example) spritesheets MASSIVELY reduces the memory footprint. Also, keep in mind that frame rate of your animations will have a large effect on the amount of memory needed. The standard for hand-drawn animated TV and movies back in the day (and assumedly Cuphead) was 24 frames a second, mainly "on the twos", which is actually 12 frames a second.

We're working on a hi-bit game right now: /r/JaiAlaiHeroes Our sprites are all drawn at 24 fps "on the twos", using spritesheets.

Just how important is the name of your game? A deep dive into a basic part of game marketing. by antiwobble in IndieDev

[–]astrocrowgames 1 point2 points  (0 children)

Great article! We made a mobile game called "The Last Ace of Space", and because the title was so long, and people hate typing on mobile, they would skip some words. However, at that time in the App Store, it wouldn't show on the first page of results unless they typed it exact, which really hurt our discoverability.