Double check your layers. I think the staff is behind the character in the first frame of your mage idle and attack front animations.
I also noticed that the staff isn't in-line with the wizard's cloak in the frames where the arm is in a downward position. Meaning, there's a slight gab between the staff and the cloak when the arm is down, but there's no gap when the arm is up. Is that by design? Not a big deal....it just stood out a bit when I ran the animation.
Please don't take this negatively, I'm not trying to be snarky. I'm just offering some honest feedback.
I know this is an old topic, but as a developer I'm totally cool with that...especially when it comes to environmental assets, because I can mix-and-match them without having that "Franken-game" look.
It's not as big a deal with pixel art characters, but it really helps with animating vectored parts.
Level designers - a discipline that requires both artistic and programming knowledge - seem to be the ones most likely to transition into the production/direction/leadership gigs.
In my experience, programmers seem to silo a bit much to be effective game designers.
Love it. I saw you did an expansion to the platformer - if you do one for this you should include a hog(fat pig) enemy and maybe a warthog/boar(4-legged).
There are a lot of engines on the market now -- some free, some commercial. Do a Google search and spend about an hour or so evaluating your different options. It's really too hard for us know know your talent level, motivation, previous experience, etc.
these are GREAT
thanks for sharing
Pretty good - I like the "clean" style and design
Double check your layers. I think the staff is behind the character in the first frame of your mage idle and attack front animations.
I also noticed that the staff isn't in-line with the wizard's cloak in the frames where the arm is in a downward position. Meaning, there's a slight gab between the staff and the cloak when the arm is down, but there's no gap when the arm is up. Is that by design? Not a big deal....it just stood out a bit when I ran the animation.
Please don't take this negatively, I'm not trying to be snarky. I'm just offering some honest feedback.
Have you looked at this set yet? It's pretty big and generic enough to match a lot of different artists.
https://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental
this is really cool
great job
@chasers, @medicine - thanks, those are some great ideas! I already have the mechanics in place for most of them so scripting should be pretty easy
I know this is an old topic, but as a developer I'm totally cool with that...especially when it comes to environmental assets, because I can mix-and-match them without having that "Franken-game" look.
It's not as big a deal with pixel art characters, but it really helps with animating vectored parts.
What took so long for this? Great contribution to the set!
Level designers - a discipline that requires both artistic and programming knowledge - seem to be the ones most likely to transition into the production/direction/leadership gigs.
In my experience, programmers seem to silo a bit much to be effective game designers.
Love it. I saw you did an expansion to the platformer - if you do one for this you should include a hog(fat pig) enemy and maybe a warthog/boar(4-legged).
Keep up the great work!
There are a lot of engines on the market now -- some free, some commercial. Do a Google search and spend about an hour or so evaluating your different options. It's really too hard for us know know your talent level, motivation, previous experience, etc.
Godot is a free option that seems to be gaining traction: https://godotengine.org/
Unity also offers a license - https://unity.com/
There are quite a few others. It's worth the time to research 3-5 options.
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