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slynyrd

slynyrd

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Devlog - 43

Getting in the gamedev groove. Basic player movement, and shooting mechanics have been implemented, along with a generic enemy and explosions. After further analysis, we've ditched the shoulder button strafing for a Cave style scheme, where movement with regular shot is quite a bit faster than the slowed down movement when using the beam. This achieves the same fundamental concept of shifting speed, but with greater precision of control and more intuitive input. Hey, I tried to think of somet...

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February Schedule 2024

Already one month knocked off this year's calendar. Hope you all are having a fantastic 2024 so far. Things are looking promising here, as development of Death Vapor is starting to pick up pace. As soon as I finished Pixelblog 48 I was back on the grind, and I'm ready to bring you lots of juicy devlogs this month. Near the end of the month I've designated a slot for some form of original content. I'm thinking Pixelcast, but keeping it open to my feelings as the time nears. That might sound fi...

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Tutorial - 136 - Desert City

Make a backdrop for the battle, or simply a pleasant city on the dunes.

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Tutorial - 135 - Tanks and Helicopters

Get to the choppa!

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Tutorial - 134 - Fighter Jets

A little flock of well known 4th generation fighter jets.

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Military Shmup Source Files

Includes tutorials 134-136 psd files, and Desert City Pyxel Edit file with tiles and palette loaded in.

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Military Shmup Assets Pack

Includes all the assets featured in Pixelblog 48.

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Pixelblog - 48 - Military Shmup

Set off on an epic campaign filled with jets, tanks, and choppers in a desert setting. The top down assets are well suited for a shmup, strategy game, rpg, or really anything that calls for the kind of sprites.

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Devlog - 42

The God Lance takes flight! Got a build going with basic player movement, and strafing functions. Parameters will need tuning, but we have a solid model to start building from. Strafe speed and distance has already been increased from this example. Also, fire rate is a bit slow here. First step is getting the basic feel of movement and shooting down, then we'll start introducing enemies and bullet patterns. Can't wait to get the charge shot going!

I've also been working on various enem...

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Devlog - 41

Hey folks! Got some snazzy ui design to show off. This is the main title screen/menu. All features and settings are accessed here. The design goal is to communicate through iconography and use minimal text for a unique aesthetic, and universal function that requires no translation. While somewhat cryptic, I think it can all be easily understood with a little exploration. Simply finding the volume settings should be a delightful discovery. Navigation is performed with up, down, left, right dir...

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Devlog - 40

In this update I want to focus on the explosion effects I've been making for Death Vapor.  As the title suggests, you are literally obliterating your foes into fine vapor, so it's important the game has unique effects that coincide with the concept. Also, keeping things in line with the clean and minimalistic style, the explosions and many other effects are pure white. This simplification puts the emphasis on creating satisfying motion. With only one color, I feel free to do so.

T...

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Genesis

Just noticed I never posted the static version of this artwork here. Now you can gaze into the abyss as long as you want.

320x180px
33 colors
Photoshop

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January Schedule 2024

Happy new year! Hope you all have enjoyed holiday celebrations and are refreshed to take on another year that promises to continue producing anxiety inducing novelties at an alarming rate. Thankfully, my craft keeps me grounded and gives me purpose no matter how wacky the world gets. As long as I have the means, I'll be creating, and that's all I can ask for. Thanks so much for the support!

Looking back at 2023, it wasn't particularly exciting. No new game releases or massive commissio...

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Devlog - 39

Hey folks! Got sidetracked with the holidays last week, so we are long overdue for a juicy dev update. In fact, so much content is being rapidly created I have to filter what I show you, as to not overburden the senses.

First of all, I should properly introduce the project. After a couple of teases this past month, it's time to come clean. Gango is busy cooking up a new shmup! While this sadly puts an indefinite hold on development of Beast Planet, I have to be realistic about the bus...

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Snowy Cabin

Merry Christmas! Wishing you all a wonderful holiday season.

I made this original artwork to celebrate Christmas, and gift out as cards this year. As a creative type, it's always been my tradition to hand make cards and artworks for gifts. Some may call it cheap, but there's more thought and meaning behind it than almost anything you can buy. The exception being video games and game systems, haha! Wherever you may be in the world, please enjoy this cozy scene, and have a happy time. <...

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Devlog - 38

To wield so much power, yet be a slave... The affliction of the Death Angel.

Things developing quickly with this shmup project. Much happening on paper that will be revealed once put onto screen. 

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Devlog - 37

Didn't have anything on the schedule today, but I just can't help myself. Wanted to share this game mock up I'm quite fond of. The background layers are comprised of 16x16px tiles, and the entire image only contains 15 colors. Could it be a real game, or more pretend gamedev? Only time will tell.

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Pixelmotion - 33 - Genesis

The first chapter from Shape of the Universe. Enjoy!

Art and animation - Photoshop
Music - Logic Pro X
Titles and transitions - Adobe After Effects
Final render with audio - Final Cut Pro

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December Schedule 2023

Say it ain't so. The last month of the year crept up in stealth mode, yet again. But before I get all reflective and call it in, there's still a whole month left to shoot for the stars. While the comic was an interesting diversion, Pixelblog 47 was a much needed refresher that reminded me I need to get back to what I do best- pixel art!

To kick off the month, I plan to release another chapter from the Shape of the Universe saga that began way back at the start of 2022. Cooked up from ...

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Pixelblog - 133 - Tiny Enemies

The smaller the more potent the poison. Take care!

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Tutorial - 132 - Tiny Hero

A mighty hero in a small package. 8x8px character sprite.

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Tutorial - 131 - Rocky Prairie

8x8 pixels packs plenty.

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Tiny Pixels Source Files

This download includes tutorials 131-133 psd source files, and Rocky Prairie Pyxel Edit file with tiles loaded in.

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Tiny Pixels Assets Pack

This download includes all the assets featured in Pixelblog 47

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Pixelblog - 47 - Tiny Pixels

A fun romp in the blocks to welcome beginners, and help advanced pixel artists reconnect with the fundamental magic of the medium.

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Devlog - 36

Made some unexpected changes to the comic and wanted to share one more time with all the content. Since the last update, I completely reformatted the page layouts from letter to A4 for print production purposes, also the proportions feel more appropriate for a comic book. In doing so, I had to resize every cell and spread them out over 8 pages. Some cells changed significantly, while most remained in similar proportions. I had to create two whole new cells to properly fill all the pages in a ...

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Devlog - 35

The final cell of the final page is complete! I had my doubts during the process, as even when I had fairly refined outlines the group scene was looking a mess. Fortunately, the color gave the definition and depth needed to bring clarity to each character. Taz's Titan is most prominently featured, but I didn't want a dominant focal point in order to give each character clear focus while still maintaining a subtle hierarchy. I knew this project would be a grind for me, as I haven't kept up my ...

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Devlog - 34

This last page is quite involved with a scene of the whole squad. The many precise details of the ships takes me more time than the character scenes, so it's obviously still WIP. I'm putting a lot of effort into this scene, as I would like to modify it for a special variant cover art of the physical product. If not the cover, surely I can reuse the art in some of the materials. Furthermore, I'm fully visualizing every ship and character, even though some parts will not be seen when layered to...

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November Schedule 2023

Hey folks! Fall has peaked and I'm greatly enjoying the cooler weather. Something about the light hits different when the sun hangs in the south, making breathtaking sunsets a daily occurence this time of year. I'm glad I got the time to make a natural piece to celebrate that vibe last week.

To start off this month I'm dipping back into the comic book to finish one last page. Then, I will move on to designing the game booklet, which I will be sharing in the devlogs. Lastly, a new Pixe...

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Eastern Sky

I was due for a new realistic nature piece, as it's been about a year since I've paid proper tribute to my muse- the subtle beauty of the Kansas landscape. It starts with a photo reference. For these realistic pieces, I always pull from my own photos. Referencing images off the web is a great way to find inspiration and explore subjects you can't access irl. However, taking your own photos grants more creative agency, and overall authenticity. The more intimate you are with the landscape, the...

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