pixelatedcrown:

so I’ve finished my first monthly (ish) game - No The Gold Is Mine!! a game I also like to call:

~*~*$$$$ GREED SIMULATOR & FRIENDSHIP DESTROYER 2014 $$$$*~*~                     —————          #GETGOLDGETTOLD          —————

you can play it online for free here!
(unity browser plugin required - resize window if white screen)

- I made this game! pixelatedcrown, that’s me, I’m chelsea, hello. consider supporting me on patreon if you wanna see me make more monthly games and get bigger, stronger, more powerful. unstoppable. plus there are rewards if you want to get something out of it too, how selfish.
astro kid made the tunes! he’s OUTTA THIS WORLD ☆
- I posted about development from start to finish over on my dev sideblog!

for controls & more info (& gold??), read under the cut!

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IMPORTANT LAST SECOND GAME UPDATE: more explosion squares

IMPORTANT LAST SECOND GAME UPDATE: more explosion squares


pixelatedcrown:

astrokidmusic:

new tunes!!! This is an original composition for a videogame that pixelatedcrown is making!!!

Download coming soon, stay tuned!!!!

GUYS, I can’t get over how great this is, I’m so excited to post this game!!


garrettmickley replied to your photo: “made a title logo for NTGIM! originally it wasn’t so boxy and had less…”:
Just upped my Patreon contribution for the source code. I hope I did it in time!

Thank you!!! Music is still being made but should be done by early next week - then I’ll be able to upload it :D The code is commented and ready to go, I hope it’s helpful to you in some way!!


made a title logo for NTGIM! originally it wasn’t so boxy and had less emphasis on the no so didn’t read quite right. I’m happy with the end result though! I like the four players reaching for the gold, I’ll use that as the game’s logo if need be.the music and sound effects should be done by the end of this week and then the game’ll be all ready to play!

made a title logo for NTGIM! originally it wasn’t so boxy and had less emphasis on the no so didn’t read quite right. I’m happy with the end result though! I like the four players reaching for the gold, I’ll use that as the game’s logo if need be.

the music and sound effects should be done by the end of this week and then the game’ll be all ready to play!


first tries at some character sprites for the ferryman! they can’t speak (aside from symbols) so I want them to be overly expressive while keeping a simple design similar to their pixel sprite. the plan is to stick to the eight basic faces and change it up with different poses and such.

also I kept groaning “what a nerddddddd” while drawing them. yeah buddy you’re totally death’s type keep at it


working on the animal racing game from before a bit more, they want some mock ups of a race track screen. obvs they wouldn’t all be lions, just putting those there as placeholders and to check size. they want strips that loop, gonna try some variations next!

working on the animal racing game from before a bit more, they want some mock ups of a race track screen. obvs they wouldn’t all be lions, just putting those there as placeholders and to check size. they want strips that loop, gonna try some variations next!


oh nevermind! fixed it. it was because the part of the world building script that tried to make the core layer was using something that was changed when the dirt layer was made, which happened at the same time, and that confused things. poor computer, I’m sorry that was on me. quickest I’ve fixed a problem that I’ve posted about to here though, new record.

oh nevermind! fixed it. it was because the part of the world building script that tried to make the core layer was using something that was changed when the dirt layer was made, which happened at the same time, and that confused things. poor computer, I’m sorry that was on me. quickest I’ve fixed a problem that I’ve posted about to here though, new record.


thought I’d go back to NTGIM while waiting on tunes for it just to add some extra visual stuff like another visible layer to the blocks, just to make it a bit easier to judge where you are/how deep down you’ve dug. but, oddly, the cube area these blocks are meant to be recognised inside of doesn’t pick up all but one of the blocks in a single column - you can see one block has changed in the first slice in the left column but then. no other ones do. leaving the core layer uneven and skew. can’t have that.

thought I’d go back to NTGIM while waiting on tunes for it just to add some extra visual stuff like another visible layer to the blocks, just to make it a bit easier to judge where you are/how deep down you’ve dug. but, oddly, the cube area these blocks are meant to be recognised inside of doesn’t pick up all but one of the blocks in a single column - you can see one block has changed in the first slice in the left column but then. no other ones do. leaving the core layer uneven and skew. can’t have that.


trying to get down what I want the enviro to look like. rn all I know is that I want a big empty black sand beach with fog and big shapes in the distance. needs more colour

trying to get down what I want the enviro to look like. rn all I know is that I want a big empty black sand beach with fog and big shapes in the distance. needs more colour


ahahaha YESSS!! I love these, spirit lure is my favourite! it’s gonna be so fun coming up with lures…


BREAKING NEWS: early character design too cute, stops game production. “it’s just too cute” says internet star pixelatedcrown. “I’m going to have to cancel the game. it’s. it’s too cute. look at their little hat. look at their little wellies”.

BREAKING NEWS: early character design too cute, stops game production. “it’s just too cute” says internet star pixelatedcrown. “I’m going to have to cancel the game. it’s. it’s too cute. look at their little hat. look at their little wellies”.


more notes and initial design ideas for the side characters from eariler

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I want it to be possible to have just huge waves. huge!! maybe only in the last round, and with having been able to spend lots of money on the best perks. or maybe just whenever because huge waves are cool! ignore the messed up textures for now.

to get these working I had to make a new model for the sea itself, giving it a lot more faces, stopping it from being so jagged when exaggerated like this. I also had to make a one-sided shader like I did in NTGIM so that when the camera gets behind a huge wave it doesn’t totally obscure the boat.


I’m thinking there should be two side characters - one that sells items from a shop on the shore and another that lives in the sea and has control over it somehow.

the shop character would buy the fished up items and sell lures. they’d also offer to sell the player something valuable that could be bought for death every round, only to bring out something even better afterwards that would need to be saved up for instead (to keep the game going story-wise). they’d be pretty crafty with the initial intent of only turning a profit and taking advantage of the ferryman’s sweet loot. they’d also sell another type of item that could be bought and given to the second character. 

side character two would come up from the sea and offer to change certain aspects of the next level in beneficial ways, in exchange for the item bought from the store. I’m thinking cooked fish or something. and perhaps they’re bound to the sea so can’t go get it themselves. and also the shopkeeper and them are enemies to some extent so they won’t give them any. they’d be able to change things like obstacle count, initial wave values (height/count/etc), amount of shaking needed for the passenger to drop things… stuff like that. I imagine them being in it mostly for causing mayhem!