Gemi Games

Indie Games Developer


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Double Jump gets an early first impressions!

The guys over at the YouTube channel AffectiveGamers have put together a first impressions of the Double Jump demo and I just wanted to give them a big thank you for the video. Big thank you guys, it was great to watch!



The build shown is a fairly recent one so be sure to check it out to see the new exit and checkpoint system, which is shown on level 4. On a side note, the size of most levels in the finished game will be closer to level 4 than the others in the demo. If you want to find out more about the new changes and other stuff, I go into more detail on a previous post here

Cheers


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Final world level concepts but sorry no video yet

Lord Leo’s Lair (The Core)

Just a quick post showing two concepts for the look and style of the final world levels. The final world will take place in the incredibly imaginative setting of Lord Leo’s Lair and will be a…. wait for it…. LAVA WORLD!!!! Honestly, how do I come up with this stuff! Joking aside I thought it would be sacrilege to platforming games if the final world was anything but a lava based one. Also the colour palette and preconceived dangers of lava cement the theme of “oh snap this is hard yo!”.

Enough of my ramblings anyway, here’s the concepts: Continue reading


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IndieDB Page & More Screenshots

I finally feel the game is at a point where it can be shown to the world or at least the users of IndieDB for now 🙂

The approval process for the Double JUMP took a little over 16 hours which was pretty good really.  Gemi Games took only 4!!!  Some fast working people over there.

Here’s the link to the IndieDB page (or you can navigate using the links in the sidebar) Double JUMP @ IndieDB
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Mass Distortion

It’s been a slow fortnight or so since my last post but here’s just a quick, quirky update on the aesthetics.

So I’ve been experimenting with a few different art styles from bold and curvy to thin and straight stroked styles to find one I’m comfortable with and one that accentuates the gameplay and feel.  I’ve settled on a medium thickness stroke that has a slight kink so that everything isn’t perfectly straight.  It’s not perfect yet but it’s definitely an improvement.  I have even tried adding a jeans-like stitching to the tile edges and to Gigi (the protagonist) and this looked pretty cool but it would’ve pushed the game towards revolving around that theme and I felt it would clash with the general mood and pace of the game.  Besides Kirby’s Epic Yarn pretty much perfected that theme into an entire game.  Never played it mind but looks very interesting and heard mostly good stuff about it. Continue reading


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If looks could kill

Throughout development of Double JUMP, I have been worried that perhaps my game is too similar to another game I love called Super Meat Boy (probably obvious if you’ve seen the video from my previous post Double JUMP – Pre alpha Playtest video).

Anyway, I’m just going to admit it openly because it is clear that my inspiration came from SMB but I’m going to explain some of the ways I think the two are different. Continue reading


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Double JUMP – Pre alpha Playtest Video

A short play test on most of the more structurally complete levels.

In the video I’m testing out a few different player control variables.  I’ve been tweaking and honing in on as close to perfect player control as I can.  I’ve created 6 snapshots of differing variable sets to flick through in game and I’m playing through each level with each set to eliminate my least favourite one at a time. Continue reading


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Pixel Shaders FTW

Ah pixel shaders.  I am by no means an expert on them but what you can do with them is only really limited to your imagination and your math ability.  They can do anything from simple things such as adjusting the colours of a scene to complex algorithms for normal mapped refractions through liquids.  Once I basically understood how to use this powerful tool, I quickly realised how much I didn’t know about them and what a huge world of weird and wonderful effects pixel shaders hold. Continue reading