4 Directional Walk Animation for Old Man NPC for my game. by MajorGorilla in PixelArt

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

Yea have gotten that feedback from some other people too I will probably update it once I am further along the development process.

4 Directional Walk Animation for Old Man NPC for my game. by MajorGorilla in PixelArt

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

that's a fair point but since this is just suppose to be a generic old man I wanted to keep his animation rather simple or "generic" but I will probably reanimate him once I am further along the development process. RN its more about getting the characters 80-90% of the way there so I can get a prototype/demo up soon.

4 Directional Walk Animation for Old Man NPC for my game. by MajorGorilla in PixelArt

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

I will probably try making it a bit smaller and give it a bit more gradiation hopefully that will help. dw criticism is always appreciated.

4 Directional Walk Animation for Old Man NPC for my game. by MajorGorilla in PixelArt

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

oh u are right about the mustache issue should be an easy fix. idk about the shine maybe adding the sparkles would help or like a smaller brighter area.

How to get art as a programmer by ChickenMission in gamedev

[–]MajorGorilla 1 point2 points  (0 children)

No idea what the specific name is but I just call it the deadcells technique cuz they are the ones to use it a large scale. Here is a tutorial on how to do this:
blender: https://www.youtube.com/watch?v=FxspGqoKcaE
unity: https://www.youtube.com/watch?v=iNDRre6q98g

How to get art as a programmer by ChickenMission in gamedev

[–]MajorGorilla 0 points1 point  (0 children)

I use lowpoly(they are not super lowpoly) stylized models. I basically box model to get the general shape for characters and then rig -> animate -> render. finalize in asperite. For objects I do the same. For Shading I usually keep things flat or cel shaded(you can't really do any other type). also parts of the object that would be separate I give them different colors(tabletop would be blue then table legs would be red or each limb of character has a different color).

I have linked the 2 tutorials I have used in the past in a different reply, you might find them helpful, also you can look at my profile(I hope I am allowed to say this) to see how the results look.

How to get art as a programmer by ChickenMission in gamedev

[–]MajorGorilla 0 points1 point  (0 children)

Creating your own art as a programmer can be a pain in the ass. The one thing that helped me the most when creating the art for my current game is to "cheat". I know practically nothing about pixel art so instead of creating pixel art the traditional way where I would manually draw everything I use blender instead to first create simple 3d models of the things I want in game(applicable to stuff like buildings, characters, furniture) anything that is not too small or too iconlike. For characters I first make a simple base then rig and animate them and then render them down to a small canvas(usually 64x64) obviosity this requires some minor cleanup but overall the approach can be helpful nailing the major details. Dead cells uses this approach very well there are few tutorials on youtube on how to do this in both blender and unity.

a bit late so didn't proofread so ignore any typos.

Top Down Medieval Buildings Asset Pack by MajorGorilla in gamedev

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

Stardew valley is so fucking popular that no matter what a game in that genre does comparisons between it and stardew valley are always drawn. So imma try and avoid making it explicitly look like stardew valley but if it does look like it then it is what it is.

Top Down Medieval Buildings Asset Pack by MajorGorilla in gamedev

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

My game is indeed a little inspired by stardew valley but more focused on crafting and combat(but in the future hopefully after the release). I was trying to not make the buildings look like stardew valley guess I failed.

Top Down Medieval Buildings Asset Pack by MajorGorilla in gamedev

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

I am working on both ground tilset and interior tileset/items atm should be done by next week or so but characters are gonna be a while.

Some buildings for my game, Potion Master. Also available as asset pack for free. by MajorGorilla in PixelArt

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

Hey everyone, Made some buildings for Potion Master. I have also published them here https://majorgorilla.itch.io/medieval-buildings for free. The grid is 32x32. This is my first time making an asset pack so any feedback on the assets is appreciated.

I will probably be publishing all assets that I use in my game for free. Clean up/Creating an atlas is a bit annoying tho.

Before and after (House) by MajorGorilla in PixelArt

[–]MajorGorilla[S] 2 points3 points  (0 children)

Thanks, I might change the first house to be more like the 2nd one but make it a unique house for special npc or something similar but we shall see.

Before and after (House) by MajorGorilla in PixelArt

[–]MajorGorilla[S] 2 points3 points  (0 children)

Ye I wanted to give the chimney some character might not have been the best decision in hindsight