games developments arts

“Let’s try a new animation system,” I declared. “It will be easy and work the first time!”

(I didn’t think it would work the first time. It never does.)

Anywho, this is a crucial piece in getting the new combat up and running. Currently, giving different frame lengths to each individual frame is possible (I think?), but I haven’t been able to figure it out. This new system, once it’s working, gives me a lot of control over each individual piece!

You guys voted and the screwdriver kid won the poll! Photoshop is still kind of shitting itself when I stream and I can’t seem to figure out what’s up BUT if anyone knows how to tweak OBS please let me know. We’ll be turning these sprites into something animated over the next few days so stay tuned for that!

If you’re a game dev looking to get sprites for your game please get in touch with me, I’m open for commission work!

Commission Info | Patreon | Twitter | Twitch

6

Got around to drawing more worlds. Besides the fact that these world themes are normally super-generic, I’m glad that when applied to various types of celestial bodies, they stand out much more. I’m also thoroughly enjoying the concepts and the final products.

They’re much more majestic when they bob up and down in the engine, but .gifs and my current recording software can’t capture decent enough quality.

World 1: Wonder Marble

World 2: Canopy Cassiopeia

World 3: Coral Comet

World 4: Building Block Belt

World 5: Vulcan Zeta

World 6: Enigma Nebula

(Building Block Belt is definitely the less refined of illustrations, but I intend to improve it over time)