Recent Posts

Town of Illustive: Episode 1 - 64 Digit Download Now Avalable

Posted by jomarcenter on April 8, 2014, 1:11 a.m.

Developer note: I been inactive in this community for a long time. But I think releasing one of my most prized possession game series in this community may help out with my inactivity.

And also if you notice the new banner. it also include the official Gaming Gear logo.

I …

Mega's Competition Dev Log #3

Posted by Astryl on April 7, 2014, 11:26 a.m.

One week in and 23 days to go.

Most of my work has been on the engine, unsurprisingly, though I have taken the time to work on some art for the game.

My next challenge began this morning. It involves this:

These enemies are all static placeholders in the game; …

IM NOT PROCRASTINATING, IM GIVING YOU A HEADSTART

Posted by S3xySeele on April 7, 2014, 4:40 a.m.

In all seriousness though, I'm probably gonna start working on my game now. It's pretty simple and can probably be finished in a few hours, so I might as well knock it out so I have an excess amount of time for polish. Besides, I have nothing better to do …

#64DSC Bancho & Will - Level Design & Game Over

Posted by bswaldmann on April 7, 2014, 2:07 a.m.

"I WANNA MAKE AN OPEN WORLD PROCEDURALLY GENERATED SANDBOX GAME WITH DROP IN AND DROP OUT ONLINE CO-OP!"

"Me too! But that sounds a little hard, why don't we start smaller?"

"I WANNA MAKE AN OPEN WORLD PROCEDURALLY GENERATED SIDESCROLLER WITH DROP IN AND DROP OUT OFFLINE CO-OP!"

"Smaller."

"JRPG!" …

OFFICIAL #64DSC IDEA BLOG

Posted by Acid on April 6, 2014, 6:03 p.m.

It seems like a couple people are having a hard time taking the theme in a non-literal or abstract direction, so I thought it might be a good idea to dump ideas you aren't going to use, but are still interesting.

EX1: 3 of the Power Rangers died in a …

#64DSC: First post, just thinking and physics.

Posted by Nopykon on April 6, 2014, 4:59 p.m.

So I've decided what type of game I want to make and I'm currently planning the work ahead of me. I'm comfy with C++ and OpenGL, so I will use those. For physics, I'll go with Box2D, (so yeah, game will be 2D).

I've not used it before. Looking up …

Mouldy Apples

Posted by spike1 on April 6, 2014, 7:58 a.m.

Hello! I've been hard at work on my competition entry(Not really actually, I accidentally keep working on something else lol). None the less, what I have to show so far I'm pretty proud of, so I'll post some images then get into the idea :D

The idea is that you …

#64DSC Bancho & Will

Posted by bswaldmann on April 6, 2014, 12:48 a.m.

I'm making a game for 64DSC. Since I've never made a game before, I'm sure I won't win anything, but hey, it'll be a fun learning experience.

Here it is, a sidescrolling platformer inspired by Wario Land and Metroid 2. I considered working the limited color palette into a game …

GM:Studio HALP

Posted by Alert Games on April 6, 2014, 12:33 a.m.

As everyone knows about the AGAPI I want to make, the problem is, I'm trying to figure out everything that is compatible. People say they want to develop in GM:Studio, but there are more limitations which makes everything more complicated.

For example, I want to make it possible to automatically …

64DSC - "Akarn" Devlog #1: Here we go!

Posted by InvisibleMan on April 5, 2014, 7:33 p.m.

It's been a long time since we (IfThen Software) have been part of a competition! So far, this one has been a lot of fun :) I started on April 2nd, so not a lot of time was lost. I found out about it on /r/gamedev, thought …