#Sprite work
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takonyatchi · 10 months ago
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miku if she was from hinamizawa🀄️
more under the cut
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the-key-of-destiny · 3 months ago
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World Machine Custom Design
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Peam Design By @fruttymoment
I Should Practice Other Games Pixel Art More Often
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itsmebeff · 9 months ago
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some (re)sprites for my au
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driver-doves · 10 months ago
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Surprise surprise! im on the kissy cutie yellow team.
These Dalv sprites are for @acerikus, after these, ill start working on the background art.
i cannot stress how fun this was to do! i cant wait to see how this shitshow of a project will turn out.
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fault-classic · 10 months ago
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It's been a little while, what have I been working on?
My latest work went into making some pretty significant tweaks to the battle results screen. Really starting to tie things together now, but it's not quite finished yet! That's not all, though.
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Back in May I was experimenting with RPG Maker's "weather" system. I had implemented a map-specific "overhang" layer that framed the edges of rooms with black space. That prevented weather effects - like snow particles - from displaying beyond the boundaries of the room.
The frogs are just my debug objects for turning the snow on and off.
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But it's not like I wanted it to snow indoors - after I had the overhangs figured out, I rewrote the behaviour and graphics code for the "snow" particles to create these dust particles that float around aimlessly.
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This ought to make the catacomb interiors feel appropriately dusty - and make the environments feel less still and lifeless in general.
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They even display on the battle screen... though sometimes they tend to crowd around the left side of the screen because of the panning and sliding during the battle intro animation. I'll have to fix that at some point.
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During May and June, Vito got a complete set of battle sprites and an attack animation.
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And so did Yolei. Oh, and the dog enemy is also new.
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The dog enemy is very evasive, but also cowardly and not very tough.
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It is capable of the "flee" action, something that slimes and skeletons will not do.
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At the end of June I added a MAJOR quality of life feature. When Ashley is facing something on the map that can be interacted with or talked to with the action button, a quotation bubble with an exclamation mark will pop up above their head. No ambiguity! No more pixel hunting or mashing the action button in front of every random tile!
I didn't save any screenshots in July, it was a busy month I guess. But in August I got back to work.
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Remember this old sprite? From February of 2023?
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Well, I'm revisiting this enemy type with more practice under my belt. Here are some gifs I recorded as I was figuring them out and implementing their assets and abilities.
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As armored enemies, they are very hardy - the weaker party members will have a hard time damaging them with basic attacks.
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In addition to their basic attacks, all undead enemies can perform a skill that inflicts "fear" status on one party member, which depletes their morale over time...
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Here's the same battle running with the mood lighting and dust effects turned on. While I was fiddling with the code, I was also able to configure the target animation to not play if the skill misses. It looked sloppy otherwise.
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At some point I put a big, animated door on the front entrance of the debug dungeon. I used this door as a testing model for other interactive doors to use later.
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I also spent the last few days of the month filling out Nana's spellbook with some more spell animations. "Dazzle" inflicts dizzy on the entire enemy party. Dizzy enemies have a chance of hitting the wrong target with their basic attacks - including their own allies. Hitting a dizzy target with a basic attack will also knock them down and stun them for one turn.
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"Fume" poisons one enemy with a cloud of noxious gas, dealing damage over time.
I should of course note that since skeletons don't breathe, they can't be poisoned in the final game - I was only using this one to demonstrate the animation here.
that's all for now!
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glitch-the-artist · 1 year ago
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Funny sprites for my deltarune take.
heheheheheh
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the-paper-shredder · 4 months ago
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Gonerbird.
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achillean-knight · 7 months ago
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Finaltale Frisk Sprites!
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Oh and, if you're new and curious, here's their actual design!
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starthornfeelingshipping · 10 months ago
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I'm to lazy to get the video on here correctly, but it's linked.
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Some locations in the game, btw! (All subject to change)
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str4wb3rr13gh05t · 1 year ago
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My little alien Meepo Pleepo. He is awesome and so cute
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themultifandomgoober · 3 months ago
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Toby didn't recolor the spin sprite
Thought you all needed to know
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masked-vee · 3 days ago
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I'm cooking something...
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sketchycrowz · 1 year ago
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Nobody ask how many layers it's been this is rumi fit post part 1 of 2
It's still not done either
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danganquadrilogyofficial · 1 month ago
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Sooooo—!!
A lil story bout this—..I made a couple of attempts at sprite making for this story. But after some trial and error, I eventually found a way to do it so that I could make multiple sprite sketches at a time!
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The first set that’s in the process of being lined/colored/shaded is actually Aiko—! And given how these are turning out..I’m honestly REALLY excited for these to be included in the story!!! (Though with how long it’s gonna take for ALL of them to get done, the sprites won’t be included in the current version..cuz I’m planning on polishing up the story so it’s up to date!)
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tristarnova · 10 months ago
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Tami’s unique sprites part three made by @soul-of-justice--uty
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fault-classic · 1 year ago
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Here's some stuff from a "Screenshot Saturday" post I made over on twitter. A few highlights from recent development!
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Isaac has a revamped battle sprite. I wanted to better emphasize that he's left-handed, so I have him positioned with his dominant hand toward the enemy.
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Here's the party screen - the thing I made those fancy status portraits for. It's a pretty standard "character sheet" for whatever party members currently accompanying Ashley, with all of their mechanical information and a few personal details at the bottom. It's also where you'd change their equipment or have them cast spells.
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The status portraits were also the basis for the party member's dialogue portraits. At some point I'll share the placeholder dialogue portraits used in older builds!
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While I'm at it, I made the save screen look a little nicer.
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Oh, and when you load a file from the main menu, it drops the party at the top of the camp site like so. Things could get messy and complicated if I didn't put in a little fix like that.
But here's the big one...
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Fishing is in the game now.
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I'm still touching up the aesthetics, some of these gifs are from before I added all the fancy effects.
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You can fish anywhere there's a water tile! (As long as you have a fishing rod and bait.) Fishing synergized well with the planned resource management systems, and I'm always eager to give the player more "verbs" they can do within gameplay. I also learned a lot about moveroutes when I was setting up the system to find valid tiles and animate the bobber...
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