画質 高画質

For this have this animation of a boss special attack in Modelled after robot shows, did you ever expect to be on the receiving end of a monster-of-the-week-slaying attack? :D

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Couldn't finish all the animations for it in time for this but I'm currently working on the guard / parry mechanic. Hope I can show it in action within the next week!

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A couple summers ago one of my former students, Anthony Moody , did an internship with me. He designed, modeled and textured this flower which releases ammo that adds a bullet to your clip or magazine size in game.

helped program

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Nuestros héroes se preparan para la batalla. Ilustración en proceso

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Also, for my next game, all the overworld character sprites will have talking animations. This is Claire’s default one

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These great examples of the beauty of in this week's all created by our players and shared on our official forums: https://t.co/K27eYYzKJe

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Chromatose's Public Demo 1.3 is now live! New features and art! See the devlog for more! 🎊

▫️Get it here: https://t.co/EVR4l2o0tz

▫️Chromatose discord server: https://t.co/4VdxQtOVK1

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Figured I'd share another animation this week! This one's less sleek and more monstrous: a large slime we've dubbed the Sludgeoth. As usual, Maciej's knocked it out! It's both appropriately gross, and somehow mesmerizing?

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An indie pixel art platformer game, with a female hero and a Brazilian team involved!

There is a lot to relate and be proud of, for such an accomplishment.

Congrats and thanks and for inspiring us.

💖🍓

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Level themes for Noah's Balloon. Get people to safety but some must be sacrificed to save the others!
Stream is on: https://t.co/q9RtfDpGUg

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Here's a small Snowed IN scene preview for
Wait... where did Linde's suit go?

❄️Check out the game here: https://t.co/3s4uVcjtzK

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We’ve been working on updating our color palette!
Getting closer to that perfect pastel *~aesthetic~*

Hoping to be able to show you it in-game very soon!

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shrine maidens programming for ▮Aftertile▮ 🌸💻

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This takin a peep at our render pipeline for At runtime, upright assets are tilted to the cam and ground assets are stretched slightly vertical. We then apply all kinds of 2d sorting to handle remaining layering.

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