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I'm swamped with backend coding this week so I can't show much but since I got a lot of feedback on my combat missing some hit flashes: here are some. I hope they help 👼 #ScreenshotSaturday
#gamedev #pixelart #madeWithUnity
Hey #ScreenShotSaturday! Meet Schnorr, the 2nd enemy i designed for Enuan's Path. It's still WIP but here's a gif of all the move animation i did for him these past days. Next i'll write the code for that little gawk
#gamedev #indiedev #pixelart #aseprite
You've seen a lot of gifs of Enu jumping around in the woods so far. Prepare to see more action in the future 😎
#screenshotsaturday #gamedev #pixelart #indiegame
Can't really show much this #screenshotsaturday since i'm busy with wall-jump coding but here's a platform i drew this week.
#gamedev #pixelart
STEP 5: Detailing
The most rewarding step: Dust and stones to show how long since this thing was last used, some light to show how the orbs you fed the machine now activate it. A cascade of other things will activate around you now but I haven't gotten to animate that yet.
5/5
STEP 4: Texturing
No actually THIS is the most tedious step. It's super boring, just trace details of each component - redraw them at different locations. In game the animation will play only once and is designed so that you can't take all of it in anyway. I had no fun here
4/5
STEP 3: Blocking
This was the most tedious step. Rotating shapes is tough and all these arms have non trivial forms. If I rush this step the rigid parts will look wobbly when moving around which would break the illusion.
3/5
STEP 2: Guidelines
Here I sketch out the animation in simple-to-draw guides and imagine how the final product would look. The various apparatus in that area need a unifying style in how they look AND how they move. The movement style i wanted to go for was "complicated".
2/5
Here's a tree stump i came up with for @Reff_SQ's #artchallenge. The silhouette was provided by @Woodsartspace.
not terribly happy with it but didn't want to spent too much time on it :) #pixelart