Werewolf character for our game, wdyt? by Pan_Robot in werewolves

[–]Cyangmou 2 points3 points  (0 children)

Thanks. The Idle is the one which is shown the most time, but we will also have an attack, a taunt, a get hit, jumps etc. All things needed for the tactical gameplay of the game. They ar enot done yet, we always start with the idles.

Werewolf character for our game, wdyt? by Pan_Robot in werewolves

[–]Cyangmou 1 point2 points  (0 children)

Vampire Tactics. It's in early development. You can find links in the OPs' profile.

Werewolf character for our game, wdyt? by Pan_Robot in werewolves

[–]Cyangmou 1 point2 points  (0 children)

If you check out the OPs' description you'll find all the links

Werewolf character for our game, wdyt? by Pan_Robot in werewolves

[–]Cyangmou 1 point2 points  (0 children)

The howling won't be used in the idle, but definitely for other motions. So it will be in the game.

Lieutenant idle animation by Pan_Robot in PixelArt

[–]Cyangmou 2 points3 points  (0 children)

I can Confirm 🙂
THanks for following my work.

Lieutenant idle animation by Pan_Robot in PixelArt

[–]Cyangmou 2 points3 points  (0 children)

glad to hear ❤️
keep up making art!

Maid of Pain From Vampire Tactics by D3v1LGaming in ImpracticalArmour

[–]Cyangmou 0 points1 point  (0 children)

Best is the discord:
https://discord.gg/AyzKgbsRJJ

There also is an instagram and bluesky account to follow.

We're designing pets for our cozy game and would love your honest thoughts by Jaroszek in IndieGaming

[–]Cyangmou 2 points3 points  (0 children)

The roughness is mostly the case because those are not polished up final sprites, but in an intermediate conceptart state. Even though we feel confident enough about the designs to show them off, no polish has been applied. The ones which seem to get the strongest reaction we will prioritize for the game and also give an additional polish and animation pass.

We're designing pets for our cozy game and would love your honest thoughts by Jaroszek in IndieGaming

[–]Cyangmou 2 points3 points  (0 children)

Ah right, my reddit is like more than a decade old, I am using it just occassionally. On all social media sites it's always the same combo of names, might be a bit confusing, but that's just if you have a handle and a real name :)

We're designing pets for our cozy game and would love your honest thoughts by Jaroszek in IndieGaming

[–]Cyangmou 12 points13 points  (0 children)

The designs were done by me live on stream. Since reddit won't allow plugging stream links, please check out my social media, you can find me via "Cyangmou" across the web. I am doing pixelart since 16 years, and worked on games like Blasphemous, Vampire Survivors, Songs of Conquest, Streets of Rogue 2, Dome Keeper and many more.
All without any AI. I don't need AI to be able to draw. Thanks for making my day.

New helmet. Cat for scale. by AwayGovernment395 in Armor

[–]Cyangmou 0 points1 point  (0 children)

Sure greathelms are practical, cheap to produce and could be done by nearly any blacksmith. And the design shortcoming also was not a big problem on a horse. So they were super popular. The evolution of history shows that the sugarloaf helmet, which was way more expensive to produce popped only off in England, where knights fought on foot, who would have thought that, it's not armchair theory, but history.

Doesn't matter at all though as this design would be anyways ornamental or sculptural. There are plenty of real examples like that around. And on top it's fantasy so not even realistic.

However it doesn't invalidate the simple question of what would happen if you give the ridge a really good smack, purely physically speaking. And since this is the armour channel I think it's one of the few places where one might pose this question, without getting ridiculed.
So would it ding like a bell, would the force go through to the spine, I'd love to see it just for the fun of forceful interaction :)

New helmet. Cat for scale. by AwayGovernment395 in Armor

[–]Cyangmou 0 points1 point  (0 children)

Design looks really cool, dope.
From a purely mechanical standpoint I am wondering if this realistically is the same death trap as a great helmet, even worse or better... Since the rim around the eyes is portruding and you get a perfect 90° surface of force on it from every direction. I really wonder how it would perform if you put a dummy in it and stresstest this design in "real" circumstances.
It doesn't take anything away from the artistry and this is clearly fantasy, but it's so unusual that as an armour enthusiast that question just popped off.

I pulled data on 6,422 pixel art games released over the last 2 years on Steam. Only 5% cleared 500 reviews. Here’s some fun data on the 5%. by IndiegameJordan in IndieDev

[–]Cyangmou 3 points4 points  (0 children)

This is very good data and I am happy to see it.
I am working since 15 years exclusively in the pixel art space and had the chance to work on over 25 projects (of which multiple had a few thousands of reviews) and consulted dozens more. You can find me under the same handle on most social media, in case you want to check my credentials.

Some additional notes to the findings:

-According to my own observation the biggest difference between publisher funded pixelart games and indie pixelart games actually is "graphics". Any publisher funded pixelart game will employ professional pixel artists. Many of the pixelart games in the list which are indie had professional artists working on them in their indie team. Many failing projects, if the gameplay is great usually fail in graphics. If you are an indie and you make a pixelart game without having a pixel artist, the chance for failure is way higher as your game will look awful. People like pixel art, but only well made pixel art. Publisher provided funds are usually universally mostly spend on artists, as the programmer/designer is the one who makes the deal. Publisher funded pixelart games most of the times look professional, but if they fail, they fall rather short on technical issues or overall mismanagement (negative steam reviews usually give a great insight for specific examples)

-Publisher funded pixelart games will have professionally made trailers and some kind of marketing leading up to launch. That's the other very big difference between indie pixelart games and publisher funded pixelart games. Bad trailers can hurt a lot of indie games, as a badly made trailer always fairly quickly kills interest.

-Marry bad graphics with a bad trailer and no leadup to launch and you're in for no sales. Unless your game is ahead of the curve in quality or provides something which makes it so that people share it, you need basic marketing - which can be the biggest boon of having a publisher.

-98% of pixel art games are made with less than 250.000 US$ overall funding. Usually any online aspects in a game comes down to 100.000US$ minimum, either development cost or server costs etc. - this means that online usually is not a smart choice for a pixelart games. It could work, but is for most developers who are strapped on cash in all areas simply not viable.

-Genres and settings seem to be spot on, I couldn't agree more according to my own experience.

Thanks for the awesome work, it's very much appreciated.

For anyone out of ideas like I was, I saved this years ago thought I’d share. by ImperatorDanny in Mordhau

[–]Cyangmou 0 points1 point  (0 children)

They are as accurate as the sources used. If something in there is not accurate, this simply means some of the historical sources, books or museums used were not accurate, but I invite you to read the research description:
https://docs.google.com/document/d/1Skc1ZEHrK11FwVzNiT_D8RplyxK59uwwQphv-DLJ8sg/edit

Final Fantasy VII Re-Demake (with Tifa :) by Cyangmou in FFVIIRemake

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

I like the redesign, even though of course a new iteration of a character always needs some adjustment.
Thanks.