Couple of character sheets I’ve been meaning to upload.
Marianne & Safie are my characters, no re-uploading or redistributing, etc., etc.

bliss lane
PUT YOUR BEARD IN MY MOUTH
Sweet Seals For You, Always
One Nice Bug Per Day

roma★

Andulka

tannertan36
Fai_Ryy
ojovivo
Game of Thrones Daily
cherry valley forever

Discoholic 🪩
No title available

@theartofmadeline
🩵 avery cochrane 🩵
Lint Roller? I Barely Know Her
Doug Jones
EXPECTATIONS
h
almost home

seen from Malaysia

seen from United States
seen from Türkiye
seen from Colombia
seen from United States
seen from United States

seen from United States
seen from Türkiye
seen from Malaysia
seen from Mexico
seen from United Kingdom

seen from Malaysia
seen from United States
seen from Brazil

seen from Lithuania
seen from Iraq
seen from United States
seen from Uzbekistan

seen from Taiwan
seen from Iraq
@sknippscrawl-blog
Couple of character sheets I’ve been meaning to upload.
Marianne & Safie are my characters, no re-uploading or redistributing, etc., etc.
DevBlog #7: A Closing
This semester I've definitely had to get more comfortable with parts of game design that I'd never really worked with before—map building and animation especially. Keeping sizes of every single thing in the world relative, maintaining the same style while creating assets, and having to CONSTANTLY update art and pass them along to teammates were all challenges. I was the only artist on this team, and I've come to realize that if I have such trouble keeping things consistent on my own, working with other artists might be something else to work on. That, or they'll help keep me on the right road. It's been a while since I was able to work with a large team, so who knows, really.
But I have done some things I am proud of, even if they are small. I figured out how to animate certain things in Tiled, and I finally discovered how Tiled's “Terrain” tool works (but not in enough time to actually use it. But that's great for future reference!)
But I'm most proud of the small movies I've made for this project, if only because the opening cutscene is probably one of the funniest things I'll ever make.
A (mandated) Response to the “Threes!” Controversy
I genuinely sympathize with the developers of Threes and their reaction to the copycats and rip-off developers that popped up not long after their game's success, I really do. But copyrighting, trademarking, or whatever legal actions they might have considered making to protect their unique mechanics is not, in my opinion, the best road to go down. That's how we end up with the mind-boggling stupidity of the Fine Bros., or more topically, fan games being shut down by an IP's original creator.
I will say that legal action might be acceptable if success of the original game is hindered by copycat releases—Threes' two-man team spent upwards of two years to fully pin down the mechanics of their game, and if that sort of effort didn't show any kind of return because it was overshadowed by a huge wave of rip-off games, there should be some kind of recourse for that. But other than that, developers need to decide if protecting every aspect of their IP for profit is more important than letting others learn from and experiment with their mechanics. They should also be discerning in these situations before making the call—is this really an example of theft, or it just so happens to have similar elements?
DevBlog #6: Tiled
I redact what I said in my last post - Tiled and this other tool, Tiled2Unity, probably saved our project. My teammates don’t have to fight an uphill battle with Unity to make the maps I’ve had in mind, nor juggle object management: I can do most of that in Tiled and just pass the files off to them to use. Tiled2Unity makes the .tmx maps viable, and we’re finally starting to see some progress.
(Tiled’s image export needs just a bit more work, though.)
We’ve also received a bit of crucial feedback that’s helping us structure our story, which we’ve been having trouble with up until now. Questions of player agency and the narrative flow came up, and someone provided a solution about connecting both of those. We had an idea for a dark maze, a pseudo-platforming level, and other minigames, but weren’t quite sure how to make these gel with everything else. The answer: “trials”.
Basically, the player will talk to one specific NPC before choosing which minigame to go through first, then which one to do after it, and so-on. Completing all of them will let them progress up the mountain and meet the Beast. However, performing certain tasks beforehand will make the minigames easier to deal with - for example, the dark maze is technically doable as the very first trial, but the player can’t see anything. They have to rely on sound to get through. But there’s a lantern that can be picked up beforehand, creating a small circle of light around the player when they enter the maze.
This hasn’t exactly been implemented yet, but if our project is going to succeed, we need to get the other levels sorted and coded, and fast.
DevBlog #5 - Redo Everything
I mentioned in a previous entry that Krita has a sort of windowed mode that creates an endless canvas for you to work on. That basically means you can paint until the canvas blends together seamlessly, and then save what you have as a tile. I’m disappointed I never tried using it before, but this is the result of using it.
These look much nicer than my previous tiles and serve to create a unified style for the game, something I’ve been struggling with up until now. If I can manage it, I’ll be trying to redo every prop that uses a cell-shading style, as those are the main offenders for sticking out like a sore thumb on any one map.
I’ve also been experimenting with the map editor Tiled (it’s free and pretty easy to use). I doubt I’ll be much help to my team in actually making scenes, but branching out beyond art assets isn’t exactly a waste of time.
Part of what I’ve been doing this week is adding shadows to all of the sprites. It’s a simple way to give them some kind of physical presence in the world. For example, this repurposed “GhostBird” sprite is now the Village Elder.
He’s got flowers in his beard and it’s wonderful.
Little Timmy has completely new walksprites, and now idle animations for when he’s standing around doing nothing. I’ll include two new mockups here as a final note.
DevBlog #4: A-maze-ing
This Tuesday is going to be our first “playtest”, for lack of a better name. My team is nowhere near to completing the starting area, due mostly to programming errors--Little Timmy sometimes falls into an existential crisis and falls off the map if he runs into a Bird.
However, do we have a mostly-functioning area to serve for this playtest. After the starting area, the player will go on a (literally) straightforward path and, depending on the choices they make on this path, will either keep going this way, or have to go through a series of puzzley areas to progress.
We have one such puzzley area done--a one-screen flashlight maze similar to the mockup from DevBlog 2.
That aside, most of my work this week has been a bit of level design on top of making objects and thinking of decor for the Bird Village. I at least finished the environment tiles for the beach, so that’s something.
Well, except for the seashells and discarded feathers.
I also made an idle Neutral Bird. I call them Ghost Birbs, because you can’t really see them on a white background.
DevBlog #3: Rocks are Hard (literally)
I’m actually embarrassed to admit how much time I’d spent mindlessly drawing a single rock before realizing a couple scribbles makes a far more convincing boulder.
They’ll be scattered around the world my teammates are building eventually, mostly along the beach.
I made some very small progress on floral creation (the trees and bushes and such mentioned in my previous DevBlog) but I’m running into a problem--isometric proportions are finicky to work with, and every time I try adding a trunk to a collection of palm fronds, the tree just looks squished or droopy, for example,
I’ve also discovered Krita’s painting tools, though incredible just through the sheer size of its unedited brush gallery, is also a pain to work with. If you click out of one brush, good luck finding it again, because that gallery size is also a liability--it’s so big you instantly lose track of what you were working with beforehand. This would probably be fixed if I got more familiar with Krita, but that’s not something I have the time for, and my standard art program (Paint Tool SAI) is good enough to let me continue working for now.
DevBlog #2: Path Tiles Are Hard
Apparently path tiles can only be pretty if they don’t have smooth edges between each other. I went through two or three versions of a single path before ending up with one that works as a decent tile, but it’s about as interesting as...well, an actual dirt road.
[sarcastic yawn]
Anyway, this is a very bare-bones example path that doesn’t even include crossroads (which aren’t confirmed to be a thing in the game yet) or flora objects (trees, bushes, etc.) that will make the path nicer to look at. Regardless, this was quite a learning experience: I learned three ways to not make a series of interconnecting paths.
In lighter news, I made a tiny beach example as well.
I also got to make side-view sprites for the Bird People, which I’m exponentially prouder of.
...though I don’t think they’ll be moving that quickly in-game.
I guess I’ll start using this like a DevBlog for a while
Since this semester, the class I’m taking has contradictory “mandated optional assignments” on top of the fifteen-week project we’ll be doing.
Anyway, this week I’ve mostly been focusing on sprite work with walk cycles for villagers.
I downloaded Krita and gave it a try--it’s great for sketching and painting (duh), but not so much for lineart, nor for coloring said lines. The paint bucket tool is awful, though I’m probably just missing how to edit its settings.
Krita might help with a problem I’ve run into, though: how to make smooth environment tiles. It has a View mode that loops the canvas over and over, and utilizing that might make the edges of each tile easier to work with.
Promotional Kickstarter art for Awkward Reaper’s game, Cara.
Characters belong to Awkward Reaper.
Commission for characters from World of Warcraft, commissioned by FelTainted.
Very simple pixel-style animation commission.
Character belongs to SevBD.
Personal project, original character in the style and costume of a character from the game Kingdom Hearts, by Square Enix.