Colliding with the Capybara or a plant that has been left too long and turned into a thorny dead bush will make you drop all your seeds!Įach time you complete a circle, you need to eat one seed for energy, and if you pass the flag without any seeds you loose. To make the task more complicated, you keep going faster and faster, and there is a hungry Capybara eating any of the plants he comes across. To survive you have to plant seeds, which turn into plants that you can harvest for more seeds, and so on. The game is about a robot, endlessly walking on the surface of a small planet. Me and my team made a game called Planet of Yrwys (You Reap What You Sow) featuring a hungry harvesting robot: This weekend me and about 10000 others around the world participated in the annual Global Game Jam, the largest game jam in the world. In addition to adding lots of small features, new tools, better menus and polishing the UI, animation support is planned.
In the future there might be a free and a paid “pro” version. Just export the tileset image and the tilemap, and you are ready to load it into your game! The tilemap can be exported to XML or plain text, making Pyxel Edit also useable as a level editor. Pyxel Edit can import images of tilesets or mockups and identify all the unique tiles automatically, which is great for editing and rearranging old tile sets or doing edits of mockups.
This feature is inspired by the awesome Pixothello and Cosmigo Pro Motion, but taken one step further. This is really nice when making tile sets, as you can instantly see how all the tiles work together as you draw them. This still works if some of the instances are flipped or rotated. If you have multiple instances of a tile and edit one, they all update. You can draw freeform like in any other program, you can also draw and place tiles.
It’s made using Adobe Air, runs on Windows and Mac, and is currently in beta. It has features to make it faster and easier to make low resolution art like tile sets for games. Pyxel Edit is a drawing application aimed at making pixel art. It’s odd to think “Wow, I was stupid back then” when “back then” was merely a week ago.Pyxel Edit is now in public beta and you can get it at On the “backside” of things, as I keep learning more about GML, I keep finding bits and pieces I could have handled better than I did when I initially wrote them. I’ll probably go back and rework all the existing sprites in the earlier demo to be more consistent with the death animation, since all following sprites will probably have a similar look. Unfortunately, that lead to a really inconsistent look, because I didn’t have the creation process down. (This one’s 11 frames compared to the run cycles 8, but a run cycle is arguably harder to animate.)įor the earlier sprites I fiddled around a lot more on a pixel-level. That might seem long, but compared to the earlier running animations, it went rather smoothly. Creating everything took me about 3 1/2 hours from start to finish. īelow is a step by step process for the death animation. I haven’t yet decided what her name is going to be, but in the game files she’s named Kasa (Umbrella). Pyxel edit has a lot of export/import functions, and the option to export as a spritesheet makes it easier to bulk apply filters in other applications. On the other hand, creating the animation in a larger image size first and then downsizing it to sprite-size meant I often had to make adjustments anyways. Seasoned pixel artists might call this heresy but I find it very tedious to do this.
Sadly, sprite edges in Pyxel edit have to be made smooth by hand, by manual dithering. I’ve been doing this in Pyxel Edit as well, because I want to simplify the animation process by already starting out with the final image size. Lastly, I’ve been trying to extend the attack animation to make a combo option. I want to make the characters feet overlap somewhat with the ground, to give some feeling of depth.įor collision, I guess I’ll use invisible objects that just line the boundaries of the level. The edges of the blocks are actually in the center of the tile boundaries, as shown on the right. It’s not the type of environment I want to create either, but Pyxel Edit makes it really easy to set up tiling and I like the software. I’m not very fond of the look of them, but I guess I need to practice and refine. Next, I’ve used Pyxel Edit to try and create tiles. The goal is to catch flies while not dropping into the water. The game lets you use all alphabet keys to determine where the frog should jump. This little frog sprite is from another small project I’ve started. If you want to see progress, it’s probably better to spend all your limited time on one thing, to drive it forward.īut that is the opposite of what I’ve been doing: