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News about Dead Winter comic & arcade game! | Comic & game art: @reiley | Game coding & music: @corgcube | $$$: patreon.com/deadwinter | av by: @FlutterSprite
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Lizzie's idle animation was the oldest piece of preliminary art in our game. It took me way more effort than I care to admit- and will write about on Friday- but I got her idle animation updated and colorized. I think.

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This week's work reports are up for patrons! Today we have:
- a preview of the next comic page: https://t.co/vPQ1cazmEr
- a writeup about colorizing Alice's sprites, as well as some color palette sin confessions: https://t.co/JaWV7i7NhO
Thanks for reading!

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The other day was like, why not color some knockdown sprites real quick so we can stress-test the shaders with ~100 sprites on screen. So far the code holds up well, and it looks a bit nicer than all the pencil bodies.

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Alice's new Idle sprite. I've got a pipeline in place to convert these sprites in and I'm happy with how they've been coming out. Aseprite is a great program for this and I recommend it highly, for the asking price it's way more than worth it over Photoshop.

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A new work report is finally up! https://t.co/DZU6HBr07G It is a only post this week. I managed to complete Monday's first-pass colorization, and I posted about designing and implementing new color palettes, and how color in the game connects to the black & white comic

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Character super move cut-ins now match the characters' custom palettes!

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All of our characters use a 32-color palette in the same formula, but their designs distribute those 32 colors different. Here is a sample of the basic zombie color palette applied to a player character who distributes primary/secondary/etc colors in a unique way

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You can freely change up the body and outfit colors independently, in case you want to wear your more devilish nature on the outside

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