ANCIENT ENEMY is now availble on Steam!
I worked with Grey Alien Games to create the cards, UI & logo for their RPG card battler. See my site page for some more... danemmerson.net/ancientenemy
DEAR READER
Peter Solarz
cherry valley forever

tannertan36
todays bird
h

shark vs the universe
NASA
YOU ARE THE REASON

titsay
styofa doing anything

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Alisa U Zemlji Chuda

blake kathryn
tumblr dot com

pixel skylines
PUT YOUR BEARD IN MY MOUTH
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art blog(derogatory)

PR's Tumblrdome
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@doodledemmy
ANCIENT ENEMY is now availble on Steam!
I worked with Grey Alien Games to create the cards, UI & logo for their RPG card battler. See my site page for some more... danemmerson.net/ancientenemy
Pokéfusion - Ratmite Thought I’d join in the pokefusion fun with some of my own - but I couldn’t leave it at just one, so I generated an entire party. It was a fun exercise to speed-model, rig & animate something.
Pokéfusion - Weepinusaur Thought I’d join in the pokefusion fun with some of my own - but I couldn’t leave it at just one, so I generated an entire party. It was a fun exercise to speed-model, rig & animate something. I think I got this done in around 3 hours? --- Fun fact - I couldn’t sleep so I made this at about 3AM - and I think his face accurately sums up how I felt while I made this.
Give ‘em the ol’ Sideways Snail
Gemblo
My D&D character, Phoot - a dragonborn paladin who's found himself in a strange land, struggling with his faith.
The spirit of a fallen knight dons what little of their armour is left and ventures back through the castle.
(via Apples & Arrows - 3D model by Dan (@Demmy)) My entry for "Sully's Pixel Challenge" on Sketchfab, I wanted to capture the joy and mischief that you can explore in Breath of the Wild.I've sunk many MANY hours into the game, so it felt great to create a little tribute to the game I've enjoyed so much.When using the magnesis rune to move metal objects, there's a lovely weight to its movements, and I wanted to capture that with a big, arcing beam with the box dragging behind it leaving a trail of destruction.I always found it weird that you mostly found Apples and Arrows in these crates.
A few pixel art pattern practices
Something I made last year after I binged on Lovecraft stories - my interpretation of the Mi-Go as strange bionic beings, with their smooth exoskeleton leading some onlookers to call them ‘lobster-like’, and their vaguely humanoid silhouettes leading others to call them ‘yeti’.
Coinflip Castle devlog 07 : Re-invogorated
Welcome back. After a bit of a hiatus, let’s get caught up on what’s been happening with Coinflip Castle lately.
What’s new?
UI update
After showing the game to some friends and colleges, the main feedback was “I really liked it - once you told me how to play it”. The game had an issue with explaining itself, and players didn’t know what their choices were actually affecting. Not great.
New updated artwork, responsive animations, and some basic audio successfully help convey what the player is doing each time they tap a button.
Players now have much more information about each encounter - with every obstacle, trap or enemy having its stats displayed below its name. So far we have:
Strength - the attack damage they will do to the player.
Heal - how much health the enemy will recover .
Thief - the number of gold coins that the enemy will steal from you.
Armour - how much bonus defense the enemy has.
??? - more to come!
BONUS: Lore-like descriptions of each obstacle helps flesh them out and adds some nice backstory to the world.
Updated art
As well as polishing the UI, I’ve begun the process of updating the character and enemies’ designs, and will be replacing the old Blender models with Spine animations (see above).
The art will come in one huge pass once I’m pleased with the technical side of the game (so pleased don’t get too attached to this skeleton)
What’s next?
New areas
I think this gets put on every ‘what’s next’ section, but it’s always sitting in the back of my mind. I want to make sure the new areas of the game are interesting. I want to try and avoid well-trodden ‘’’videogame’’’ areas if I can. While this is mostly an art task, each area will have unique gameplay tricks to make them both look and feel different.
Refined generation code
It’s a little rough right now - levels have a chance of being anywhere between 80 and 110 steps long, which seemed like a good idea at the time. I’m planning on locking it to 100 per level, with each ‘gene’ (see this post on the generation) being 10 units in size.
This ties into another gameplay feature I will be adding, where enemies have a chance to spawn ‘gilded’ - golden versions with much higher stats, but much higher rewards!
I’m interested in other ways to layer bonus ‘types’ onto the existing enemies, such as plated (bonus armour), powerful (extra attack damage), resilient (extra health), etc.
Remember that Feature Creep can be an exciting, but dangerous thing…
Some updates on one of my little side projects.
RELOAD (Quickly, now)
Keep your endless supply of pistols loaded to fend off the beast horde!
This is my entry for LOWREZJAM 2017. Please have a play, and if you feel like it, add a rating too. I’d be very grateful.
https://demmy.itch.io/lrj-17
Hard to believe it’s been a whole year!
Bell Priest
Something fleshy and gross in pixels for a change. WIPs included
It me! Self-portrait for the Pixel Dailies yearbook. Check it out! It’s an incredible collection of great pixel artists all in one place. If only I had that many eyes in real life
Got an interesting UE error today. Felt inspired over lunch. Based the colours on This Rook I did a little while ago.
A gaggle of goopies
Animal crossing needs some dinosaurs. Or maybe I need to play less Pocket Camp…