#monster sprite tutorial
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cinnamon-bunni · 4 months ago
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WE ARE SO FUCKING BACK
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zhephs-dlc · 2 months ago
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Look at my three gremlins
(Green Nargacuga - Frozen Barioth - Brute Tigrex)
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mitsuko-saito · 10 days ago
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Tutorial: How do I design my MK Characters?
(big tutorial btw, but it's worth it)
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Have you ever tried to make an OC to fit in Mortal Kombat universe, but you couldn't find any ideas for what your OC needs to wear and they end up with the most generic outfit? I've had lol.
So, I decided to "study" the Mortal Kombat games, by its lore, characters designs and some real life references they get to create their own characters.
And oh boy, the creators had LOADS of inspirations!
As the slide below shows, Raiden's hat design was inspired by a movie "Big trouble in little China".
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Even tho Raiden's hat is similar to the movie's hat, the creators made their own version and adapted to create Raiden's character design.
Same thing for Liu Kang. In the first games, it was quite clear that his design and moves were inspired by Bruce Lee. But as the game's evolution with other Mortal Kombats, Liu Kang's design started to become more original. In MK11, his design got a good upgrade!
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As the slide above shows, when creating your character, consider blending various elements that resonate with you-such as color palettes, clothing styles, or personality traits-from multiple sources.
But what does it mean?
It means when you’re designing a character — whether for a story, a game, or a piece of art — you can get ideas from things you already like, like your favorite books, movies, games, or comic books.
Instead of copying directly, you take elements you find cool (like a color scheme, a style of clothing, a bit of their backstory, or a particular trait) and mix them together in your own way.
Then you add your own twist — something unique or different — to make sure your character feels original and not just a replica of someone else’s.
In the end, it’s about using what inspires you as a starting point and turning it into something that’s entirely yours.
So remember:
Inspirations ≠ Copying
Now let's talk about the most notable elements in every Mortal Kombat character!
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Distinct Color Palettes:
Every character typically has their own color scheme that makes them immediately recognizable — like Scorpion’s yellow, Sub-Zero’s blue, Kitana’s blue, Mileena’s pink, or Raiden’s white and blue. This color-coding started in the earliest games to help players tell ninja-like characters apart, and it’s remained a tradition in their designs.
Cultural Influences:
The designers draw a lot from martial arts, East Asian culture, and cinema. Ninja masks, samurai armor, Shaolin monk outfits, and mythical creatures all appear in character designs, reflecting a rich blend of traditions.
Unique Silhouettes:
Every character has a silhouette that makes them instantly recognizable, thanks to their headgear, shoulder armor, masks, or physical traits. For example: Goro’s four arms or Baraka’s bladed arms set them apart immediately.
Over-the-Top Styles:
The Mortal Kombat universe is fantastical and dramatic — character outfits often combine practicality with fantasy elements.
Designs frequently feature exaggerated shoulder pads, elaborate masks, dramatic belts, and other details that underscore their power or role in the story.
Thematic Consistency:
The designs reflect their backstory, powers, and personalities. For example, icy motifs for Sub-Zero, a thunder deity's attire for Raiden, a warlord's armor for Shao Kahn, or the grotesque, monster-like traits of Baraka.
Evolution Over Time:
As technology improved and games transitioned from 2D sprites to 3D models, character designs became more sophisticated and realistic — adding texture, finer details, and more cinematic movement — while staying true to their roots.
OKAY! Now let's put this on practice. I'm going to show you how I did Mitsuko's design (on the first photo). You can do your own character in a different way and that's okay :)
My first step is gathering references. I usually do this on Pinterest, but I do a deep search too! When I create a character from another country, I always do a research about the culture, lifestyle, etc.
To organize the references, I create a foulder called: MK OC inspirations. And I LOVE to organize my character's info by writing on topics. Here are the list of apps that I used:
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1st step: Gather references - you can use Pinterest and PureRef for it!
2nd step: Make a 3d pose - Daz 3D is your best friend in this step
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3rd step: Photobashing - Photopea is very useful and very easy to use
(save the file after you finish this step. Save the file on PSD format.)
WARNING: You need to be very careful when you're about to use this method cause every image you might take has their copyright. So search the images carefully.
Here is a Youtube tutorial, with a lot of details of how to use the Photobashing technique:
Credits to: Imad Awan for the amazing tutorial
youtube
4th step: Create details based on your references + Draw your character - Paint Tool Sai
(You can paint/draw. You are free to do whatever you want)
And there you have it! This is how I created this design for Mitsuko (it's an alternative design of her canonic outfit)
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I hope you liked my tutorial, and share this to some friends who also wants to create a Mortal Kombat OC. It'd would be very nice!
Please, don't let this post flop! It took me so much to finish! Anyways, I hope you'll have a wonderful day. Bye bye :3
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nocnocnal · 19 days ago
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Sprites, Ideas, and a change of plans.
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Also, I going to hold off on making full games, I'm to test things in Godot and experiment, I've learned how to make player character, I also learned how to make first person and third person, I also learned a little bit about making basic ai enemies and states for them (Wondering, idle and fleeing), I learned a bit about shaders, I learned how to make basic menus, I learned a bit about making weapons like that sword sprite, doing a attack and doing damage to the slime enemy, I made a basic health system for the enemy slime, and it makes the slime disappear when the health is at 0. Still a bit confused on what do from here, I'm basically in tutorial and chatgpt hell when comes to learning this program, but I will make my own autistic learning guide for Godot because, I'm still confused about a 90% of stuff on Godot, I know mostly all of the nodes but I still don't understand what the code does, like I understand some of the code because Godot's code is easy to read but I don't know how to compile it together, so it works.
This game is going to be a 2.5D Game. I want make this game like cult of the lamb and Great God Grove, Like make game being in 3d but with 2d sprites (A mix of pixel and hand drawn art). This world is fantasy. Shoot em up or Hack and Slash, Procedurally-Generated/ Randomly Generated. Attacking using tarot cards with different attacks and spells. I also want to have Hylic's designs ideas.
What am I going to learn next:
Code How to spawn monsters on a specific place
fix bugs with attacking.
fix bugs with enemy.
update and add stuff to enemy ai.
fix and update sprites.
try to add shaders to make the game look cool.
Add item collection.
Add textures on walls and floors.
Make health bars show up on screen.
Make procedural generation.
Game Design Color Pal:
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party-gilmore · 5 months ago
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Me: okay, we’re gonna go ahead and start learning to animate. let’s pick a few small looping animations for easily manageable, bite-sized projects- My Brain: The Adventurous Hylians Guide To Monster Hunting Fucking Me: … …I’m… I’m sorry, WHAT? My Brain: Do an A-Z of Link getting railed by every monster enemy in the entire series Me: EXCUSE ME HANG ON I SAID A SIMPLE- My Brain: no no wait do it as several “books” also chronologically by game to account for the variants through the series Me: THAT IS A MULTI-YEAR ENDEAVOR DO YOU KNOW HOW MANY- My Brain: and every game’s enemies’ animations should be done IN the style of the game that enemy is from, following the sprite designs as faithfully as possible while making necessary tweaks for the context and detail needed in the scene Me: ARE YOU OUT OF YOUR MIND THE LAST DECADE HAS BEEN ALL 3D MODELING- My Brain: guess you better get back to that blender donut tutorial, chop chop
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kalpasoft · 2 years ago
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how did you get good at making low poly models?
This is another post that I had sitting for a long time because I didn't really know how to answer it. At the time I was in a bit of a hole thinking that my art wasn't very good to begin with.
Low poly, and Blender in general, was something I just threw myself at for a few years. I felt like I was slowly improving, and I also had the help of a lot of wonderful friends who were already very good at low poly models and were more than willing to show me how to make something cool! Video tutorials also helped a lot.
Earlier this year I sat down and REALLY focused on trying to learn the program when I did that model of the egotist monster.
After that, I tried to model a low poly version of an old monster monster sprite I drew every other day. That went on for about a month. I feel like that's the point where I started to get to where I am now.
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the-meme-monarch · 2 years ago
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Kralsei is first of all, as we all know, gross as heck! The only problem I don't have is him being a goat monster because well.. Toriel and Asgore, Kris' parents and... well... most obvious example not really best example, are both goat monsters... But Ralsei looking the same as Asriel immediately makes it gross again! And the thing with Ralsei is... we have no idea on anything with him, is he sorta like a Darkworld version of Asriel, what Kris wishes they could be, a support/tutorial character MADE to be that by Gaster or whoever else? Basically, no option makes it good... Very gross, we just can't know the details, but it's just... overall weird, and gross. Also for both characters it is NOT healthy. Both def are having an identity crisis as the time of Deltarune. Ralsei being a darkner with his purpose and the prophecy... Kris being literally unable to consent to it because of us, actively seeming just.. kinda uncomfortable with him.... But something I find absolutely fascinating is how the game DOES put them together in "romantic" situations! Ralsei so often offering to hug, Ralsei being so nice, to amount of options to be especially nice, and Ralsei bending over backwards to be nice... It's all just... concerning. The game puts the two in a romantic light at times, and following these... Definitely does not help. Kris cannot set boundaries nor consent and the most worrying thing is... Ralsei may know that? And also... Ralsei may not be appealing to Kris in these situations. Maybe trying to make the player like him? It's weird and Kris is put in a very uncomfortable position with 0 control... Kralsei follows the theme of lack of control! It's interesting and... parallels the romantic tones of a certain route...
Snowgrave
It's a forced romantic thing, pushing Kris and Noelle together, taking advantage of Noelle's trust, and putting Kris under distress because you're curious, because you want to see more of Noelle and don't care about Kris... Looking at Kralsei it's similar, most people like the cuteness of it, look at how nice Ralsei is! Oh I just loveeee Ralsei, and Kris well, they're the main character, the protagonist, our self insert, so it's fineeee! And in this... ignores Kris. This meta narrative of how Kris and Ralsei are pushed together in the same way weirder ships are shipped, and especially paralleling Chara X Asriel. Kralsei is fascinating in the way that it's terrible for both. Kralsei is gross as hell, and fascinating in the same way Snowgrave's Kris X Noelle is! And while I... avoid all that, because again, gross as hell, it's fascinating.
TLDR
Kralsei is gross, fascinating in a macabre way, and parallels Snowgrave's Kris x Noelle, and more meta wise but Chara X Asriel in Undertale
I'm nodding. abt asgore and toriel also being goat monsters, papyrus mentions them looking alike, but it's easier to brush this off when They Don't look alike in a lot of ways. they just Are the same species. ralsei's hatless sprites Really resemble toriel and (ut) asriel with the horns and Just Fur Not Hair. noelle says he looks like asriel and until we see him in deltarune, I'm inclined to believe her. plus the His Name Being An Anagram For Asriel thing. but also yeah i. don't care fro kri/selle. i actively do not like it in snowgrave settings. I don't understand people's deal w wanting to put kris in bad romantic situations like this. i do feel like the game has something to say about it but the fanbase just Is Not listening.
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randomsloredrops · 1 year ago
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Random's Lore Drops - Flowey, the Psycho.
Obligatory 2:30 AM post (please help I'm an insomniac I think), so here's lore drop on the flower that nobody really mischaracterizes. That's right, IT'S...
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Flowey the Fucker- I mean, Flowey the Flower. Yes, I went out of my way to find a sprite by toby fox that wasn't the exact same, so uh... bow-wearing Flowey lmao. Anywho, Spoiler warnings, so don't stay if you haven't played the hit game Undertale by Robert Fucking Fox. Or, at least, I think Fucking is his middle name. It'd be funny as shi- Oh yeah, I'm writing. ANYWAYS, Flowey the Flower is the antagonist and literally the final boss for two of the main endings (but one of them isn't actually Flowey). Or, well, "two", not including the fact that there are, like, fifty neutral endings with the same boss. Now, if you don't know much about him, he's a psychopathic, sadistic talking golden flower with no SOUL. Literally, he is SOUL-less, and so, he is soulless. That's basically his whole premise. His backstory is (SPOILER-FUCKING-WARNING) that he is Asriel Dreemurr, son of Toriel and Asgore Dreemurr, resurrected after his demise, but this time as a sentient flower due to a DT experiment gone wrong. As Flowey the Flower, his whole shtick is to be as deceiving as possible, acting as a fake tutorial in an attempt to kill you at the start of the game, using you so you can reveal the SOULs as you fight Asgore and weaken him to kill him, using you as bait in order to bring all of the major characters together so he can capture all of them and absorb their SOULs, along with the human SOULs, and finish you off, shattering Asgore's SOUL at the end of a genocide route in order to prevent you from leaving the Underground (since, knowing us, we'd just wipe out all of mankind), and also... well, that's all I can remember, really. Within the genocide route, he almost immediately mistakes you for Chara right after informing Toriel about her cars extended warranty that she couldn't pay since she was in the Ruins and thus sending the IRS after her, while it only takes a whole pacifist route for him to refer to you as such, as he usually just goes and refers to the player as "you" or, in the most Flowey way possible, "IDIOT" in the neutral route. He IS capable of feeling emotions, such as annoyance and anger, boredom, it's just so muted that he's almost emotionless, and due to this, has CANONICALLY murdered the ENTIRETY OF THE FUCKING UNDERGROUND MULTIPLE TIMES OVER, (and somehow people say Asgore is worse for killing only 6 human kids, when, in theory, Flowey has killed many more monster children) ranging from the most random Monsters ever, and despiseable Monsters, like Jerry, or Icecap, to Monsters like Toriel, who is, theoretically, as he is Asriel Dreemurr, but as emotionless flower, HIS OWN GODDAMN MOTHER. His whole reason as for why he wants the human SOULs in a Neutral route is to "become GOD", and in the Pacifist route, he just wants to do everything all over again, from the beginning, back when he and Chara were still alive. Because remember, in Pacifist, he STILL mistakes you for Chara until after you win against him. ...Oh, and remember, UTY isn't actually canon, so canon Flowey (as in Undertale canon, not UTY canon) doesn't know who the fuck Clover is. That's about it.
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morwaldblog · 9 months ago
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guario bros
Three Spear-Masks from Wario Land 4
Well, this was something I did last year in august. I was playing the aforementioned game those days, it's really fun, I really like how colorful its sprites are. And ironic how the game takes inside a pseudo-Mesoamerican pyramid, yet the tutorial level (Hall of Hyeroglyphs, with an awesome song lol) is the only thing related to that. Probably the nature related worlds may count but, it doesn't matter, the backgrounds are incredible
And my favorite thing are the enemies, they're always crazy-looking creatures, they're more cartoonish than the average Mario monsters. The Spear-Masks are pretty cool, and if Nintendo never reveals what Shy Guys look like without their mask, at least you can sleep well knowing that the Spear-Masks' mask is actually their face lel
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minty-playhouse · 11 months ago
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So, I've been trying out some games these past days, mostly so I clean up both my modded Switch and my games folder (since a lot of these games I just downloaded on impulse and by reading very basic descriptions) and I wanna talk briefly about some that I've enjoyed so far after going into them fully blind (talking about Stacklands, Monster Sanctuary and Cassette Beats under the read more):
Stacklands: card game/city builder hybrid that feels like it was tailor made for me, since I enjoy both of these genres. And they're combined very well in this game I think, and I got myself sucked into it for hours this past weekend! The mechanics feel a little daunting at first, specially because the tutorial is really simple/basic, but you can get the hang of it pretty quick. The art is also very charming for the characters which is always a huge plus! Music is also very lofi and relaxing, which is right up my alley!
Monster Sanctuary: On one hand, the game is charming and fun AF and just a really neat twist on the "monster collecting and fighting" genre, with how you fight with three monsters at the same time and how they synergise with each other. On the other hand sometimes I think that the battling system gets a little too complex for my bimbo brain lol There are a lot of skill trees, equips, team builds and such to think about, sometimes I get a little turned around! But if you're looking for a monster collecting game that's a little more layered and complex in how you raise the monsters and battle with them, I highly recommend!
Cassette Beasts: ANOTHER monster collecting game, but this one REALLY surprised me! Since I went into this blind, I didn't know anything about the story, and I have to say it already hooked me from the start! Was expecting this to be a more traditional "collect and fight" deal but you turn into the monster yourself??? Cool af, sign me up! Also a big fan of the sprite artwork in this and the monster designs are pretty interesting and feel unique/fresh! Also shout out to the many 80’s music refs in the game, very appreciated!
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krimsonkatt · 1 year ago
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The sprite for a boss in my game Chaos;Domain called Atma Hafenhaf. The bosses in Chaos;Domain are all based off "lost characters", aka characters that I made up in previous versions of my continuity back when I was a little kid that didn't make it into the current canon, or at least in the same way. One of these lost souls is Zeh Hafenhaf, a homunculus where the left side of his body was male and the right side of his body was female. He also had two heads, one male and one female.
They were based off the monster Geron from Greek Mythology as well as a magic trick I saw at the circus when I was little where they got a guy and a girl and cut each of them in half before putting the halves together and making a fusion creature where half of the body was the guy and half of the body was the girl. It was all an illusion/cgi (I hope so at least...) but this crazy magic trick as well as greek mythology inspired the character known as Zeh Hafenhaf, who was an alchemical creation mixing a male German and a female Russian. They were a bioweapon created by the big bad of that continuity, The Emperor, also known as The Emperor of E.V.I. (evil villains incorporated, yes the one from Finneas and Ferb) or Emperor Elvik.
After his universe was destroyed by the natural heat death, the memories of their universe prepared to be reincarnated into other worlds as per the cycle of sefiros maintained by the Zohar Relic. However, some accursed memories refused to be reborn under a different existence, becoming evil spirits known as chaos specters. These chaos specters are the main bosses of Chaos;Domain which include King Kukukaka, Dodi, Atma Hafenhaf, Chaos Eruza, and finally the one controlling the chaos shades, Jokk the Cosmic Jester, current vessel of primordial chaos.
I personally think this sprite has aged very well, unlike a lot of the other sprites I made from that era. Will definitely use it in the full game. As for their battle strategy, IDK. Maybe lots of force and piercing attacks? I know for sure that they'll have an ability to double their turns which would be a tutorial for that mechanic later for the final boss.
Credit goes to Wen-M on DeviantArt for the base image.
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videogametako · 1 year ago
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indie stuff: boardland
cute dice board game. link here:
https://store.steampowered.com/app/2735620/BoardLand/
[this game is completely free]
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the music and art set the really cozy vibe of the game
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this type of tutorial is kinda great, works really well for a turn-based game. lacks a bit of flair and flavor but i like how straightforward it is
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cute sitting sprite
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oh hey, it was published on my birthday
overview
boardland is a turn-based combat dice- board- game where you fight monsters. it's a pretty short game, i got through one run and credits rolling in 30~ minutes, but seems the monsters might be randomized for every playthrough? gonna check again just to be sure.
there's uh not really any story as far as i can tell, so let's just get to the
mechanics
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combat takes place entirely on this board. you can upgrade it by using dice while on a tile, sometimes changing the base action of the tile (fire > attack, earth > defense, water > heal). it's got roguelite elements too so, it's what you'd expect, items and blessings. potions aren't too difficult to come by, and a playthrough is short enough that you can be liberal in using them
a player turn consists of you moving, then taking dice actions. you can only use multiple dice on a tile if they're in increasing order (2 > 3 > 4, for instance), otherwise, you have to move to use another action. you draw 5 dice every turn, and leftover dice are discarded. sometimes it seems you can use an action dice at the start of your turn immediately, but sometimes you can't..? i'm a bit confused but it might be dependent on whether you used an action last turn or not
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now, by using a set number of dice, you can level up a base tile to upgrade it (its 3 dice for the first level up). this gives you bonus actions, and synergizes with the elemental dice you can find sometimes. this gives you a way to customize your board depending on your playstyle and build.
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additionally, every other turn a random event occurs. you have to land on the tile to activate 'em. same goes with curses that enemies sometimes do. if something on the board only needs you to make contact with it, it'll say in the description (like enemy spawns)
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the game punishes you for taking too long by giving most (if not all) enemies a passive that increases their stats every 10 turns. this did not become an issue for me (except for that one tedious round where i got to 10 turns because i kept messing up my actions)
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you can get buffs and debuffs too. there was one where i was supposedly able to use two dice on one tile or smth, but it was either poorly worded or broken bc i could never proc it. there's a confusion debuff that sometimes makes you move backwards too. the main way to get debuffs on enemies is by using elemental dice on their corresponding tile
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OH i completely missed the reroll mechanic, you can spend gold to reroll one of your dice, kinda handy, i suppose? gold is rarely used anyway
aesthetics
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this game is pretty slow paced, not to say it can't get challenging, and while i'm more of a fan of faster games, i found this one to be relaxing to play. i'm gonna do one more run before finishing this up.
the music is extremely cozy. even when a bit frustrated, i couldn't find myself getting too worked up, i like it
i enjoy the artstyle as well, the monsters and the player character all have a soft and charming vibe about them (except that frog in berserk mode, pictured earlier, i like that too). very cute!
misc
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gimmick fight, i respect it.
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another gimmick fight, the reroll mechanic is especially useful here if you wanna fight more efficiently, especially since the opponent just sits there until the tiles get locked (i died bc i didn't realize my health was too low (oh, you can load up the autosave and retry, neat))
closing thoughts
i could honestly see myself spending a lot of time on a fully fleshed out adventure mode for this game. i'm super engaged by the mechanics, and with a bit more content there's room for a lot of strategy in this kind of game. different board lengths, branching paths, character skills.
i already enjoy board-based games a ton (stuff a la mario party or 100% orange juice) and also dice as cards in games (die in the dungeon, is the most recent and only example to come to mind (i haven't played library of ruina yet) i should write about that, i enjoyed the demo and i need the full game) so this game is very much my thing
if the game sounded like fun, give it a try, it is completely free
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ninjastar107 · 2 years ago
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--Island One--
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(Pacman Island: HELP!) Frankly Taizo is the best suited for this job, I don't think Susumu has ever done any extermination, and that's probably for the best.
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Quick tutorial on how to play the game, you can actually fail the tutorial and he has some slightly different dialogue:
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This island is pretty easy. The big monster doesn't move at all which is nice, and makes it easy to get the clear-time bonus and gold. This island also has a post cutscene! Not many have that.
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awaa, Susumu's little pink sweater... Also! Susumu who knows that Taizo is rarely around, I am surprised you showed up to look for him. Did your mom ask you to investigate?
'He's getting older but he hasn't settled down a bit!' Please he's only 45! He's got kick in him!
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Somewhere in the cosmos... Taiyo hears a subtle ringing....
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In the suit and off they go! I am glad we have Susumu in casual attire, now if only a certain *someone* would also have casual attire sprites...
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And the scrolling image, of course.
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slimereader · 3 days ago
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Dragon Warrior Monsters
I hate to say it, but the 3D remake of Dragon Quest Monsters: Terry's Wonderland isn't working for me. I love the 3D models, but something about the camera movements makes me queasy. So, here we go again with the original Dragon Warrior Monsters for Game Boy Color!
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I had put over 12 hours into the 3DS version, yet I don't think I was all that far into the game. Here's my list of pros and cons of the Game Boy Color version (vs the 3DS remake) so far:
-- Quality of life features such as the tutorials that actually explain gameplay, the useful library books
-- Terry's abilities, especially Zoom. Seemingly you can't leave a dungeon once you start it, which is annoying because my gold! I guess not being able to save your game in the dungeon lets you reset easily...
-- There's a man at the bazaar that needs help lighting a fire. In the remake, I let him borrow my monster. In the original, HE TOOK MY GREEN DRAGON. I reloaded
-- 3 monsters instead of 4 in the main party? NO STANDBY PARTY?! That's 3 instead of 8! I hope they made the remake more difficult to compensate, but somehow I doubt it...
-- You only get 19 or 38 monsters... total?? Well, I'm going to try my best and synthesize ALL my monsters. No getting attached!
++ Your little monsters follow you around!! That's all I want. Instantly better than (most) Pokemon games
++ Both the overworld sprites and battle sprites are SO CUTE. I wonder if every single monster has a unique overworld sprite or they're per family?
++ I like the top-down view of the dungeons. It's easy to navigate and doesn't make me sick.
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twurtlil · 1 month ago
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A3 - Development Progress
A few weeks ago, we were tasked to create groups and work on a chosen game proposed by one of our members. The game unanimously chosen by our team is named:
"The Skull Cries"
This is a roguelike top-down shooter where the player tries to get past waves of monsters.
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(Sell sheet image provided by Luca, one of my groupmates)
The team had started fixing a few bugs to ensure the gameplay itself is ready for playtesting. I focused on refactoring and reorganising the GDevelop events to make it easier for our development team to tweak values and game balance. Luca added a tutorial and main menu sequence to the game as well. Additionally, we found out that playing up to the 11th wave started lagging the game by a huge amount. This was apparently caused by the number of bullets and enemies existing in the scene. The bullets were not despawning after exiting the view and the slimes just kept repeatedly spawning instantly. To fix this, I added logic to despawn the bullet when it exits the screen and tweaked the spawning formula to have the slime spawn interval decrease at a slower rate (and not reaching 0).
Since we worked in separate machines, we had to find a way to sync up the work. We had previously set up a GitHub repository for this project. Luckily GDevelop had an option to save the game project files into multiple JSON files to separate external events and scene events as opposed to storing them into one large JSON. It seemed pretty straight forward at first until we had to combine both of our works.
At some point during the repository pushing and pulling, some scenes (although existed in the game project files) were missing from the editor interface. Me and Luca quickly skimmed through the main JSON file and found that all we had to do was add in the scene event references to the main JSON. This was fixed and we could finally see the scenes in the editor.
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HOWEVER, all of the sprites used in those scenes appeared as default icons (aside from the global objects). We started to panic a little as we had no idea what was happening at the time. Eventually, we figured out the problem:
The main JSON file also stored references to the sprite assets... and this was not updated.
We only had 2 choices:
revert to a previous version of the project which we could not do since for some reason, the backup project was overwritten by GitHub and the main JSON containing all the new asset references was missing.
So, we went with the second option, reapplying all of the sprites to each game object in the editor. This took painfully long but we eventually reestablished all references to the object sprites and animations.
This was a good learning experience where I learned that keeping backups separate from the GitHub repository would do good down the line in case things messed up.
Next time, the team will focus on having the game playtested so we can see if it fits our prospected player experience.
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fmp2rubix1786 · 3 months ago
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First Area and Name will be:
Tutorial Area: Peaceful Grasslands Area.
I am going to base my first world off this concept, as this will have a joke on how games start off in peaceful areas before getting dark in the final world.
AI Prompt:
In a 2D Pixel Art Top-Down Turn-Based Classic Stereotypical Fantasy RPG. What Tile set/map elements are included in a world map theme?
Things that are in a tile set for this:
1. Terrain Tiles:
Grass: Varieties of grassy tiles to depict plains and meadows.​
Dirt and Sand: Tiles representing dirt paths, roads, or desert areas.​
Water: Tiles for oceans, lakes, rivers, and ponds, often with animated effects to simulate movement.​
Mountains and Hills: Elevated terrain tiles to create mountainous regions and elevation changes.​
Forests: Tiles featuring trees, bushes, and forest undergrowth to populate wooded areas.​
Snow and Ice: Tiles depicting snowy landscapes, glaciers, or frozen terrains.​
Swamps and Marshes: Tiles with muddy grounds, reeds, and stagnant water features.​
Caves and Dungeons: Tiles for subterranean environments, including walls, floors, and passageways.​
2. Structural Tiles:
Buildings: Tilesets for various structures like towns, villages, castles, and shops, including walls, roofs, doors, and windows.​
Bridges: Tiles to create crossings over rivers or ravines.​
Fences and Gates: Tiles for boundary markers and entry points.​
Ruins and Temples: Tiles depicting ancient structures, altars, and sacred sites.​
3. Natural Features:
Trees and Bushes: Standalone tiles for flora, enhancing the natural look of the environment.​
Rocks and Boulders: Tiles to add geological features and obstacles.​
Flowers and Grass Clusters: Decorative elements to add color and variety to the terrain.​
4. Interactive Elements:
NPCs (Non-Player Characters): Character sprites that populate towns, villages, and other areas, providing interaction opportunities.​
Items and Collectibles: Tiles or icons representing objects that players can pick up or interact with.​
Traps and Hazards: Tiles indicating dangerous areas or mechanisms, such as spikes or pitfalls.​
5. Decorative and Miscellaneous Items:
Signs and Markers: Tiles for informational signs, direction indicators, or quest markers.​
Statues and Monuments: Decorative elements that add cultural or historical depth to the world.​
Weather Effects: Tiles or overlays that simulate weather conditions like rain, snow, or fog.
For the interactive elements. I may need to make a separate design for that, as they will be their own actors rather than part of the tile map, but at least they will go with the theme of the world that I am looking for in the title map.
The Name of the area:
Havenbrook
This is a reference to how the peaceful village in Chrono Trigger is called, 'Truce Village'. I wanted to include a word linking to peace, just so the player knows that they are in a peaceful area. And the brook part normally means a very green area, and that fits well for the designs I am looking for for my tile set.
I probably won't include the village bits in this because Luigi is supposed to be in a secluded area with no one area but monsters.
I was thinking that maybe the name of the area could be called Havensbrook, The Forgotten Lands. As there are no villagers in this area, just monsters, so it gives off a feeling that no one has come here in a while.
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