00:00
00:00
JamesChapp
Artist - Musician - Game Dev - Programmer
Art Studio Instagram @4lg1z
Mail: jameschappfillmore@gmail.com
linktr.ee/james_chapp_fillmore

Age 40

GameDev

Escuela de la calle

Argentina

Joined on 3/24/20

Level:
11
Exp Points:
1,169 / 1,350
Exp Rank:
59,391
Vote Power:
5.29 votes
Audio Scouts
1
Art Scouts
2
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
11
B/P Bonus:
0%
Whistle:
Normal
Trophies:
2
Medals:
1

JamesChapp's News

Posted by JamesChapp - October 4th, 2024


iu_1279149_7920151.gif

Hello everyone!

First of all, we’d like to thank you all for the support and feedback we've received so far. Thank you very much! :D

We're excited to announce the release of the third update for the free demo of The Planetologist, now available on Newgrounds (web) and itch.io (web & Windows).

  • The UI was reworked.
  • Now Pardot (the planetologist) can only carry 4 weapons at a time.
  • New weapons: Uzi, sawed-off shotgun, plasma pistol, plasma shotgun and Gauss rifle.
  • Unlocking a weapon results in your ship beaming it down as a pickup. Enemies in the beam-down area get nuked.
  • New sprites for all powerups.
  • Fixed major issues with attack speed and reload time. Now the math is correct 🙂
  • Changed the “Reload Time” skill to “Reload Speed”.
  • Auto-aim is working again (turn it on from controller options!).
  • Reload indicator is now on the aim.
  • New powerup duration indicators.
  • New enemy sprites.
  • More realistic shadow simulation.
  • Improved performance in both web and Windows versions.


Update Objectives

In this release we mainly focused on further developing what’s already in the game. 

The first thing we wanted to improve on is the HUD. We reworked it a bit so now characters show on the left while companions show on the right, we added XP and powerup duration indicators and we rearranged indicator positions strategically (e.g., reload indicator is now on the aim along with attack-related powerup durations, while defense-related ones are shown on the character).

iu_1279157_7920151.gif


We also expanded a bit on the planetologist character by adding a few weapons to give you a bit more variety and we set a limit on the number of weapons he can carry at a time, so now you’ll have to carefully choose your gear. Now weapons are beamed-down by your ship for you to pick up or not, along with a convenient “nuke” effect in the beam-down area.

iu_1279148_7920151.gif


On the pickups front, we made it more likely for them to be dropped by enemies and we added appropriate sprites to make them easily identifiable. There’s a few more pickups too, like the “repair all companions” or the “reload all weapons” pickups.

iu_1279150_7920151.gif

We received quite a bit of feedback regarding the difficulty curve, so we reworked it a bit to make it more gradual and rewarding ;)


Another common report was that mechas (the biped robots) behaved somewhat… silly. Most of the time they would stand their ground until dead, which is not ideal. Now they’ll follow you more closely.

So that’s about all we tackled in this update. As always, your feedback is very useful and welcome, so please keep it coming in! You might find your suggestions realized in the changelog below ;)


Gameplay:

  • Now Pardot (the planetologist) can only carry 4 weapons at a time.
  • New weapons: Uzi, sawed-off shotgun, plasma pistol, plasma shotgun and gauss rifle.
  • Unlocking a weapon results in your ship beaming it down as a pickup. Enemies in the beam-down area get nuked.
  • New sprites for all powerups.
  • Fixed major issues with attack speed and reload time. Now the math is correct 🙂
  • Changed the “Reload Time” skill to “Reload Speed”.
  • Auto-aim is working again (turn it on from controller options!).
  • New power-up duration indicators on the aim and the character.
  • New pickups: “repair all robots”, “reload all weapons” and “pull all XP from map”.


Balance:

  • Spawn phases.The difficulty now increases more gradually.
  • Weapon attributes were adjusted with the testing team.
  • HP has been significantly increased from 10 to 100.
  • Enemy attributes were also changed.
  • Increased the amount of XP dropped by enemies.
  • Since many new pickup power-ups were added, drop chances have been increased. =)


Visuals and UI:

  • New sprites for all pickup powerups.
  • New powerup duration indicators.
  • New powerup pickup animations.
  • New reload animation.
  • New roll reload time indicator.
  • Improved shadow simulation system (WIP).
  • Animated summoner idle sprite.
  • New hive spawn animations.


Performance:

  • Added some compiler level optimizations for Windows build.
  • Added some transpiler level optimizations for web build.
  • No more weird super-scaling of drawing surfaces when targeting non 640x360-like resolutions.


Fixes:

  • Compasses are properly re-enabled when resuming the game after pause.
  • Compasses are properly disposed of.
  • Now the math behind “Attack Speed” and “Reload Time” skills is correct.
  • Left and right shift keys are no longer differentiated to compensate for a GameMaker bug.
  • Setting auto-aim on doesn’t cause eventual crashes.
  • Improved performance in some resolutions (those that are not a multiple of 640x360, like 1600x900).
  • Now resolutions are correctly displayed in video settings.
  • Fixed crash when the player dies while the roll cooldown indicator is visible (0.2.1).

Tags:

4

Posted by JamesChapp - September 5th, 2024


iu_1264680_7920151.gif

Hello everyone!


First of all, we’d like to thank you all for all the support and feedback we got so far. Thanks a lot!! :D

We're excited to announce the release of the second update for the free demo of The Planetologist, now available on Newgrounds (web) and itch.io (web & Windows).


For this release we aimed to improve the current features of the game rather than adding new stuff (there is some though!). There are many bug fixes and quality-of-life additions, along with a fair bit of rebalancing to make it both less harsh for newbies and more interesting in the long run for seasoned planetologists. Your feedback was very useful, so you might find your suggestions realized in the changelog below ;)


Gameplay by Bassoid


TL;DR:

  • Reworked enemy spawn phases.
  • Added a weapon selection wheel (only when the player has 3 or more weapons).

iu_1264681_7920151.gif

  • Added a roll cooldown indicator.

iu_1264679_7920151.gif

  • New pickup: “XP puller”. Pulls all XP on the map towards the player.

iu_1264684_7920151.gif

  • The chainsaw is now bigger.

iu_1264682_7920151.gif

  • New “quick reload” mini-game. Press the reload key in the middle of reloading to reload faster.

iu_1264685_7920151.gif

  • Now the player spawns next to a couple “bonus” hives which are guaranteed to drop ball tanks and/or mechas.
  • Rebalanced skill bonuses per level.
  • Rebalanced weapon stats.
  • New enemy: Summoner.

iu_1264683_7920151.gif

  • Default controls changed (reload with space and change weapons with shift). If you ran the game before, you’ll still have the old default controls or whatever you set up. Use the reset button in the control options to get the new default settings.
  • Fixed issues with control settings in both web and Windows versions.


Detailed Changelog:


Gameplay:

  • Reworked enemy spawn phases.
  • Changed default controls (reload with space and change weapon with shift).
  • Updated controls reference screen with new default controls and quick reload hint.
  • New “XP puller” pickup that pulls all XP on the map towards the player.
  • New - and bigger - chainsaw sprite.
  • New roll cooldown indicator.
  • New “quick reload” mini-game (press the reload button timely to reload faster).
  • Added selection wheel for weapons.
  • Added a couple “bonus” hives at the start of the level with a 100% chance of dropping a companion (Ball Tank or Mecha).
  • New enemy: Summoner.


Weapons: Rebalanced all weapons.


Skill bonus per level changes:

  • Damage: 7.5% -> 7%
  • Attack Speed: 3.5% -> 5%
  • Bullet Size: 7.5% -> 10%
  • Bullet Speed: 7.5% -> 10%
  • Move Speed: 7.5% -> 10%
  • HP: 12.5% -> 10%
  • Regeneration: 7.5% -> 10%
  • Load Capacity: 20% -> 10%
  • Reload Time: 3.5% -> 5%
  • Dodge: 50% -> 10%
  • Critical: 10% -> 5%
  • Luck: 20% -> 10%
  • Pull Range: 30% -> 15%
  • Difficulty: 10% -> 5%
  • XP Multiplier: 10% -> 5%
  • Greed: 10% -> 5%


Sprites and UI:

  • Added new idle sprites for characters Trisaber, Shadow Storm, and Blaster (this characters are not released yet!).
  • New reload indicator with quick reload hint.
  • Implemented death animation for Mechas.
  • Added Ball Tank and Mecha 16-pixel portraits.
  • Capped health bars for a cleaner interface.
  • Menu fade-in/out transitions are now faster.
  • The pause screen can now be accessed using the "P" key.
  • Dialog unresponsiveness lowered from 1 second to 300 milliseconds.
  • New Mecha death animation

iu_1264686_7920151.gif


Miscellaneous:

  • Updated perk descriptions.
  • Perk descriptions are now visible during perk selection.
  • Fixes:
  • Fixed crash when reaching 30 minutes of gameplay.
  • Perk and companion pickups are no longer scaled down to 0.5 but use a properly sized sprite instead.
  • Fixed a bug that could affect duration for some animations.
  • Reload progress is now properly paused when the game is paused.
  • Fixed weapon attack animation speeds.
  • Mechas now follow the player instead of standing there ground indefinitely.
  • Fixed bug in which Mechas would disappear from the HUD.
  • Fixed 16x16 Mecha portrait frame.
  • Fixed control settings not picking up keys correctly in the web version.
  • Fixed control settings not being saved after using the reset button.
  • Fixed issue in which only mouse buttons could be used for some actions and only keyboard keys could be used for others.
  • Fixed margins in some dialogs.
  • Fixed hive spawn animation.
  • Fixed many many bugs around the reload indicator.


We’d love to hear your feedback, so feel free to share your thoughts! And as always, thanks for your continued support.


More info in this link


Links:


Tags:

2

Posted by JamesChapp - August 16th, 2024


Hello everyone!

We are excited to announce the release of the first update of the demo (Windows and web versions) of the game, available on itch.io and Newgrounds.



Version 0.1.0 Software Versioning Semantic


Features

  • Added fullscreen support for the web version.
  • Display resolution is now changeable.


Game Changes

  • A few hives now spawn near the player to provide early ball tanks.
  • Removed random sleeping enemies from the map.
  • Increased the number of enemies spawned by hives.
  • Adjusted hive distribution across the map.
  • Rebalanced enemy pickup and companion drop rates.
  • Rebalanced enemy attributes (HP, speed, etc.).
  • Removed most dark matter drops.
  • Tweaked spawn phases to ensure a smoother difficulty curve throughout the level.
  • Halved skill level bonuses (e.g., attack speed levels now give a 3.5% bonus instead of 7%).
  • The Planetologist now receives a new weapon every 7 levels instead of every 10.
  • Rebalanced the rocket launcher, plasma rifle, and BFG.
  • XP pickups now disappear after 60 seconds instead of 10.

Other Changes

  • Menu fade-in/out transitions are faster.
  • The pause screen can now be accessed with “P”.

Fixes

  • Reload sound now plays when a weapon reloads automatically after running out of ammo.
  • Fixed ball tank sprite glitches.
  • Corrected the planet selection screen for aspect ratios other than 16:9.
  • Fixed various video configuration issues in the web version.

Special thanks to Tom Fulp for boosting up the game’s exposure in Newgrounds and to Bass for your feedback and obsessive game grinding 😛

Links:


Tags:

3

Posted by JamesChapp - August 1st, 2024


Hello Newgrounds =) How are you? All good?


I'm very happy to announce the release of the demo for "The Planetologist".

It's a game I'm developing with my friend Guillermo Ares.


I'll leave all the game info below.


NEWGROUNDS LINK


Download the Windows version for a better experience =)


Support us in Patreon


Gameplay


Synopsis

The Planetologist is an immersive pixel art local multiplayer coop top-down shooter game. You take on the role of a daring scientist equipped with a portable scanner and laboratory. Your mission is to travel through diverse and perilous planets in your trusty spaceship, gathering invaluable data from the far reaches of the galaxy.


Story

As a Planetologist or planetary ecologist, your mission involves traveling to various planets, studying their diverse ecosystems and documenting your discoveries. Upon reaching your current destination, you encounter what seems to be some kind of pathogen that can infect all forms of life and somehow spread to other planets light-years away.

You realize that, by scanning this planet with one of your devices, you can trace the planet that infected this one. After some calculations, you estimate that the main source of the infection should be ten planets away. The universe's only hope now is to locate and eradicate this infection at its source.


Main Features


  • 3 different game modes (Story, Survival and Extraction)... but maybe more!
  • 10 unlockable worlds with stunning backgrounds and immersive environments.
  • Level design based on each world's unique size, gravity, biome and atmosphere.
  • Procedurally generated world layouts, ensuring a fresh experience on each visit.
  • 12 unlockable characters, each with unique playstyles and abilities.
  • Character leveling system with 17 different skills. 
  • 12 unlockable robot companions to add utility, support or raw firepower to your party.
  • 3 unlockable ships for you to buy, upgrade and equip with special power-ups and weapons.
  • Local coop multiplayer up to 12 players... if you find a way to hook up that many controllers!
  • Steam achievements.
  • Based on pixel art by Penusbmic and other awesome artists.


Game Modes

Story mode

iu_1245192_7920151.webp

Find the origin of the cosmic infection that's consuming civilizations and worlds. Scan infected planets to locate hives, abandoned equipment, bosses and other survivors to join your party. Buy ships and equipment to trace the infection to its very core and eradicate it from the universe.

Estimated play time: 14 hours to complete all 4 scan missions in all 10 worlds and a lot more to satisfy your greed for experience and equipment.


Survival Endless

iu_1245182_7920151.png

Your ship failed on you and your only alternative is to get beamed down to the closest planet and survive as long as possible while battling infected critters... just for fun. I mean, you know you're doomed anyway, right?

Estimated play time: Depends a lot on your thirst for experience and brutal carnage.


Survival Extraction

iu_1245194_7920151.png

Same as Survival Endless, except someone might actually bother to rescue you. The only caveat is you need to be at the right place at the right time or else your galactic-uber might rather "take another trip".

Estimated play time: 5 hours to complete all worlds with a single character. 60 hours to complete all worlds with all characters.


Art Samples

Characters

iu_1245193_7920151.png

Companions

iu_1245195_7920151.png

Ships

iu_1245196_7920151.png

Worlds

iu_1245197_7920151.png

Enemies

iu_1245198_7920151.png


Credits


Game by

Engineering by

Art by

Music by

Made with GameMaker


Support us in Patreon


Tags:

2

Posted by JamesChapp - September 22nd, 2022


Hello My name is James. Im an inde game dev from Buenos Aires, Argentina.:flag_ar: 

Art by @penusbmic from Canada:flag_ca: 


The Planetologist is a top down shooter game in which you are a scientist who has to travel with your spaceship through different planets and with a portable scanner laboratory to collect all the information that your sensors can collect. Survives the dangers of different alien environments and finds in the confines of the galaxy a crew to help you survive your adventures.


This is a test after 8 hours of development.

Im recording and uploading all the development of this game to my youtube chanel =)


Prototype Download Link Here



https://youtu.be/xKb0rGol3E4


Tags:

Posted by JamesChapp - August 24th, 2022



Enjoy


Tags:

Posted by JamesChapp - June 22nd, 2022


Hello everyone!


The call to participate in the international pixel art gallery 2022 is open.

Last date to send the drawings this year is December 1st.

The gallery will be published on December 27.

IPG 2022 (test version)

https://jameschappfillmore.itch.io/internationalpixelartgallery2022


I am very happy to be developing the third edition of the international pixelart gallery. The two previous editions have already added more than 10,000 plays only in newgrounds and a very nice community is being created around the project.


"International PixelArt l Gallery" is a digital art exploration game where the player can browse the work of digital artists from all over the world using an interactive world map.

The purpose of this project is to connect creators with new audiences and with fellow colleagues, as well as leaving testimony of worldwide collaboration between musicians, pixel artists, programmers and game designers.


Everyone will be granted the opportunity of exposing a small sample of his/her work. 

The idea behind allowing only a small number of drawings per author is to give the user a glimpse of everyone’s work while keeping the platform lightweight and evening out the visibility of everyone. Of course, you’ll be able to add contact information (e-mail, social networks, etc) so that users can see more of your work, connect with you or see what you are currently working on. 

 

How to participate:


-Send contact information (artist name and country) and whatever you want to exhibit in your gallery to jameschappfillmore@gmail.com.

-Send the links of your social media. (instagram, artstation, linkedin)

-Send indications regarding how you want to use your gallery space, which will consist of 3 screens of 640x360 pixels.

You can send images in any format you want GIFs too.


Restrictions:


Violence, drug use, sex and other taboo themes are allowed, although I’d appreciate having content suitable to all audiences if possible.

Because of potential copyright issues, the only not-obvious content restriction goes for fanart. I understand fanart is not plagiarism, but I also don’t want to pull the lion’s tail - at least for now. Of course actual, literal plagiarism of any kind will not be tolerated to any degree. The works you send must be yours and only yours.

 

Once I get your images I’ll be adding them to your gallery and updating the Protoype so you can tell me if you approve it or not. At this point you can ask me to make modifications to how your work is displayed. A healthy back and forth is expected at this point :) . I won’t publish anything until I get explicit approval from the author. I promise to do my best to meet your expectations. 

 

If anyone, at any point and for any reason (or without reason) wants his/her work to be removed from the app, he/she can write to me about it to jameschappfillmore@gmail.com and the contents will be removed in the next release.

 

Regarding funding, collaborators won’t be charged in any way for having their gallery included. There won’t be any publicity or advertisements other than promoting your work. Some mechanism to receive donations will be implemented, though. Donations will be strictly reinvested in the project. 


If you have a friend who is a pixel artist who you think would be interested in participating in the project, do not hesitate to invite him and give him my contact.


Recommendations based on experience...


Remember the game resolution is 640x360


Send the drawings in the original resolution. 1 pixel = 1 pixel. there is no need to scale or enlarge the images before sending them.


If you want to make custom buttons for your display or put your logo or avatar, let me know and I'll send you the specifications of those images.


For those who want to get jobs as pixel artists, I recommend making Linkedin and Artstation profiles and putting those links in the bio.


For those who want to collect payments, I recommend making a paypal account and putting a link in the bio.


LINKS


IPG 2020


https://jameschappfillmore.itch.io/internationalpixelartgallery2020

https://gamejolt.com/games/IPG/560532


IPG 2021


https://jameschappfillmore.itch.io/internationalpixelartgallery2021

https://gamejolt.com/games/InternationalPixelArtGallery2021/675386


IPG 2022 (test version)

https://jameschappfillmore.itch.io/internationalpixelartgallery2022


Youtube Video (my review)



Tags:

3

Posted by JamesChapp - March 6th, 2022


Hello everyone! Today March 6 is my birthday and I wanted to celebrate it by sharing the game I've been working on lately.

Disclaimer (this game was developed by one person in 4 months)

Cosmodrome is a space-trade tower-defense game. You'll get to play different missions where you'll need to manage, design and upgrade your space station with whatever you can earn from trading with passing ships and negotiating with different factions.​



PLAY THE DEMO HERE

BUY THE DESKTOP VERSION HERE


iu_568920_7920151.gif

iu_568922_7920151.gif

iu_568921_7920151.gif


Game Schematics:


TOWER DEFENSE

-1 Level (more coming soon on desktop version)

​-12 Asteorids waves​

​-10 towers to build​

-12 Slots to instal towers in the station​

-6 mercenarys ships to here​

-constant space pirates atacks​​​

-military inspections for narcotics and weapons​


SPACE TRADE

-16 different factions to trade

-45 different special trades

-13​ Resources

-5 Modules produce resources​


ADMINISTRATOR

-Earn XP and Lv Up

-16 administrator skills to upgrade

-6 officers structore to fill​

-7 randomizer officer creation every ingame 7 days


​ART

- 22 inmersive songs made by 13 artist​

-15 Different space backgrounds  

-20 diferent ships and more to come

-75 sci-fi sounds​​​


Tags:

1

Posted by JamesChapp - December 27th, 2021


Hello everyone!


INTERNATIONAL PIXELART GALLERY 2021


"International PixelArt Gallery" is a digital art exploration FREE-game where the player can browse the work of digital artists from all over the world using an interactive world map.

The purpose of this project is to connect creators with new audiences and with fellow colleagues, as well as leaving testimony of worldwide collaboration between musicians, pixel artists, programmers and game designers.


This year we have the collaboration of 73 artists from 40 different countries.


iu_507906_7920151.png

iu_507907_7920151.png


Tags:

1

Posted by JamesChapp - March 11th, 2021


Look at the video of the gameplay of my last game =)


Through The Forest is an Immersive Environment 2D pixelart Game in which I experimented by mixing free assets from different artists around the world to create an enjoyable, simple game experience.


PLAY THE GAME IN NEW GROUNDS HERE


This is the first version of the game. in the future I will continue to update and add mechanics that make it more interesting and complex. In this version I focus more than anything on the environment and the theme of the game.


The whole game was developed in 33 hours. I recorded all the process, which you can see in this playlist on youtube.

Through The Forest Full Dev Playlist


This project's goal is to demonstrate my productive capacity to video game companies and to reach out to anyone interested in this game for support.


The Windows version performs a bit better than its web counterpart, so I'm raising funds to buy a Game Maker Studio license to be able to export it to Windows. To those who want and can collaborate with some dollars, you can do so by sending funds to my Paypall account. As soon as I gather 100 dollars, I will buy the license and export the game to Windows for everyone to download it.


Press the "R" key during the game to expand the resolution (lowers the game performance in the web version)


Game Design & Programming By jameschappfillmore


BackGrounds By edermunizz

https://edermunizz.itch.io/free-pixel-art-forest


Archer Hero Sprite By darkpixel-kronovi

https://darkpixel-kronovi.itch.io/archer-hero


Medieval Props Sprites By oco

https://oco.itch.io/medieval-fantasy-props-pack


Warlock sprite  By jose-moyano

https://jose-moyano.itch.io/blind-warlock-pixel-art


Horse Sprite By alizard

https://opengameart.org/content/pixel-horse


Crows Sprite  By meitdev

https://meitdev.itch.io/crow


Deer Sprites By calciumtrice

https://opengameart.org/content/deer


Pidgeon Sprites By pop-shop-packs

https://pop-shop-packs.itch.io/pigeons-2d-pixel-asset-pack


Chicken Sprites By shepardskin

https://opengameart.org/content/chicken-sprites


Dog Sprites By keygenius

https://keygenius.itch.io/sitting-dog-animation


Wooden Botons By nedokontent

https://nedokontent.itch.io/ui-wooden-controls


Skeleton_sword By sanctumpixel

https://sanctumpixel.itch.io/sword-skeleton-pixel-art-character


Skeleton By luizmelo

https://luizmelo.itch.io/monsters-creatures-fantasy


Dark Forest assets By szadiart

https://szadiart.itch.io/pixel-dark-forest


Pixel Castle By szadiart

https://szadiart.itch.io/pixle-castle-2d


Swamp 2d Tileset By free-game-assets

https://free-game-assets.itch.io/free-swamp-2d-tileset-pixel-art


Torch Sprites By

https://asymmetric.itch.io/mideval-2d-16x16-torch-sprite-pack-with-animations


Medieval Houses By free-game-assets

https://free-game-assets.itch.io/free-medieval-houses-3d-low-poly-models


Fantasy Pixel Art Assets by 

https://teamgriffin.itch.io/molly-asset-pack


Villagers animals and props By free-game-assets

https://free-game-assets.itch.io/free-fishing-pixel-art-pack

https://free-game-assets.itch.io/villagers-sprite-sheets-free-pixel-art-pack

https://free-game-assets.itch.io/free-3-character-sprite-pixel-art

https://free-game-assets.itch.io/free-39-portraits-pixel-art-game-assets

https://free-game-assets.itch.io/free-enemy-sprite-sheets-pixel-art


Fox Bymerly23

https://merly23.itch.io/piecewise-bundle


Bunny by hiroredbird

https://hiroredbird.itch.io/bunny-sprite-sheet


Squirrel By elthen

https://elthen.itch.io/2d-pixel-art-squirrel-sprites


Animals By hello-tazzina

https://hello-tazzina.itch.io/animals


Hell_hound sporite By ansimuz

https://ansimuz.itch.io/hell-hound-sprite-animation


Fossil Sprite by  kvsr

https://kvsr.itch.io/fossil


Music by Kevin MacLeod

Song Name : HEALING


https://uploads.ungrounded.net/tmp/img/253000/iu_253146_7920151.jpg


My name is james and this are my links

YOUTUBE - Instagram - Facebook - Twitter - Reddit - Linkedin -


Support Me here!

Paypall - Patreon - Ko-fi - Buymeacoffee


Tags: