Pixie App Widget Test

I’m testing out embedding a Pixie app widget in my blog. If it doesn’t show up in your RSS feed try it on the main site.

Here’s a little platformer app that I’ve been making in Pixie. I started it a week ago and polished it up during TIGJam.


This widget embedding is a great way to share games created in Pixie with the world. Additionally, because it is an embedded widget, it receives updates automatically as you update your game!

Quest for Meaning a game made in two days for Mini-LD #21

Here it is, my entry for the mini-Ludum Dare competition. The competition theme is “biggest fear”, and one of my biggest fears is a meaningless life. Not only that, but a meaningless eternity. Pictures for Sad Children has a very similar theme at times and it helped inspire parts of this game (though I couldn’t find a good way to work in “monster most vulnerable when heaving with sobs”).

This was my first 2 day competition and I’ve learned some things. First, two days is a long time. Second, having real tools would make me very, very happy. Third, I thought that doing all the art and all the programming for a game would be hard, but it seems to use different parts of the brain, so when working on art the programming part of my brain is relaxing and vice versa.

This was the first moderately legit game that I’ve done all my own art on (title screen and chest graphics contributed by Lana). Also, my first game with a 4 color grayscale pallet. And additionally, my first major undertaking on the Pixie platform.

Working with the Pixie platform had some serious trade-offs. JavaScript is a surprisingly productive language with it’s functional and dynamic nature, but it has a harsh and brutal syntax. The platform libraries helped a lot to smooth some things out, and as they become more complete it will get better and better. I have high hopes for CoffeeScript, now that it is getting close to 1.0 I’m going to try using it on all my new projects and hopefully never go back. Another advantage was the tight art and code integration. It was trivial to create an image and have it appear in the game seconds later. The biggest drawback of Pixie right now is that the code “editor” is pretty much just a text area. There are no tabs, no integrated source navigation, no auto-save, no version control, and all kinds of other terrible issues. Also, there is no real tile editor, though Noel Berry pioneered the way by using the pixel editor as a tile editor before, and the surprising thing is that it’s actually not too bad.

Using Pixie to make art is awesome, but the game “platform” is not fleshed out enough for me to recommend making an entire game in it to everyone yet.

A special thanks to everyone who helped playtest and discuss various elements of the game throughout it’s stages: Boltz, McGrue, DavMo, Lan, MW… props.

So check out the game and let me know what you think. By making heavy use of Pixie, especially in time limited competitions, I hope to really iron out the core usage scenarios and make it amazing.

The future is bright and full of meaning.

2hr HTML5 Tetris

I’ve taken an interest in limited time game competitions recently and figured I’d better practice up. So as an exercise I tried to make Tetris in 1hr in Pixie. Except for the blocks getting stuck in the walls and that one thing about the lines, it was pretty good for an hour.

I decided that I got pretty close to a “working” game and forked the app to do the 2hr version. I learned that some beveled block graphics really make a difference! As well as actually removing completed lines. There is one bug where sometimes blocks overlap or won’t move into what appears to be empty space, as well as the “choice” of rotation points, but hey, times up.

New Pixie Color Palette

On Pixie we recently redesigned our color palette.

It’s important to choose a good default color palette for your application. For most people the color palette is one of their first impressions of your product, and the palette will largely determine the kinds of things they can make. In addition less than half the people who interact with your product for the first time will even use a custom color, or a different tool. That makes the default choice doubly important.

Let’s say you were stranded on a desert island and only got to take 10 crayons, what would you take? Answering that question is very similar to answering the default palette question.

Since prehistoric times people have enjoyed drawing what they see in their environment. I have a friend, and he wears a blue shirt, so I need the color Shirt Blue. Sometimes he eats apples; I’d better also have Apple Red. The apple came from an apple tree, good thing there’s Leaf Green, and Tree Brown.

Modularity and context are also important. Each of these colors shouldn’t only be a uni-tasker. Shirt Blue can double as Lake Blue when drawn on the ground. Hair Blonde or Hay-bale Yellow? Same color, but it depends on the context. Remember, you’re trapped on an island and need to make these colors count.

The classic defaults are pretty weak. If they had crayola names they’d be something like Maximum Red, Maximum Green, Maximum Blue, Horrendo Cyan, Staring into the Sun Yellow and Good God Man Make it Stop Magenta.

Maybe your friend eats GMO Apples (for maximum redness), as well as wearing outrageous clothing. Mine usually don’t, that’s why I developed the Best Friend’s Apple / Desert Island default color palette.