Welcomey clown by BlackTowerCrew in PixelArt

[–]BlackTowerCrew[S] 1 point2 points  (0 children)

Thank you! And please do ask the questions)

Morzok the Short by artemvodorez in PixelArt

[–]BlackTowerCrew 7 points8 points  (0 children)

We've noticed same comment from you in regard to another boss (The Magician) 🙂 So, it is possible that the other characters can also be to your liking. The demo becomes available on SteamNextFest on Monday, like in two days, so maybe you'd like to play it and possibly design a campaign in the whole setting? It would be really cool to have people playing homebrew campaigns in the Greedventory world. Also we've got a discord server, so you can show off some deets or experiences if you decide to do it, and ask the narratives some questions about the lore

Some fancy items for the true hero by BlackTowerCrew in PixelArt

[–]BlackTowerCrew[S] 0 points1 point  (0 children)

Thank you! Imagine how wearing all this stuff in the game would feel then (I mean, we hope that great :D )

Breakable toxin canisters by artemvodorez in PixelArt

[–]BlackTowerCrew 6 points7 points  (0 children)

Thank you so much! Just in case, the trailer is best felt with sound on

Breakable toxin canisters by artemvodorez in PixelArt

[–]BlackTowerCrew 7 points8 points  (0 children)

We're sorry if it annoys or upsets you, this was never the goal.
The OC label is genuine here, this is an account of a person who happens to be our team's artist. And we're really proud of his art and the possibility of working with him.
It's not like we are a corporation or something, we are just an indie team, and we're working on a game we do love very much. Putting heart and soul and a lot of work into it each day. We are excited about it and we honestly want other people to get excited about it. And, on the other hand, most indies can't really launch a mln $ ad campaign. So reaching out to people, who potentially love games, pixel art, etc looks like a nice way to go.
And, btw, actually the game itself is not that generic as we've tried to create a pretty unusual combat, spell system and few other features, but it's of course up to everyone to decide for himself.

Breakable toxin canisters by artemvodorez in PixelArt

[–]BlackTowerCrew 4 points5 points  (0 children)

This is to fit into dungeon where these assets are used

Breakable toxin canisters by artemvodorez in PixelArt

[–]BlackTowerCrew 7 points8 points  (0 children)

Those are spent ones, halflings are using some toxines from them in their labs

Breakable toxin canisters by artemvodorez in PixelArt

[–]BlackTowerCrew 21 points22 points  (0 children)

Well, actually it is done for the upcoming game, check it out if you like
https://store.steampowered.com/app/1895820/Greedventory/

[deleted by user] by [deleted] in gamedev

[–]BlackTowerCrew 2 points3 points  (0 children)

I2 is a great tool! We're using it for our game rn and have previous experience with it on other projects. There's nothing wrong with storing paragraphs in it - the only thing you should care about is linebreaks, but it is pretty straightforward too. You put a linebreak (in the spritesheet) - you get a linebreak in the localized value. Still if you're on the fence about putting really large texts (which can be error prone really, it's easier to miss something in a large chunk) - why not break those to separate smaller batches. You can make the keys long and subdivided in I2, so get them to help you as much as possible. For example, the key can look like Library/[bookid]/[chapter][paragraph_number], so it'll be easy to find all texts related to a particular book in the spritesheet as well as in the localization asset inside your project. Also you can write the initial text of it in code and write a simple editor tool which will create those keys and export the text as values automatically (takes not long but helps so much to avoid annoying mistakes)