If more than one artist is interested, I can divide up the work however you wish.
Following the attached layout will really help, as it will allow me to batch-process them if needed. Attack animations can have more than 3 tiles. But the tiles must be in a fixed grid of 24x32.
All cycle times are approximate and need not be strictly adhered to.
From Heroes_by_KusSv.7z
Fighter Helena and Fighter Vasily with spear and buckler - 250ms attack cycle
Ranger Ruby and Ranger Timpohey with bow and arrow - 500ms attack cycle
Soldier Molly and Soldier Roland with sword and shield - 150ms attack cycle
From NPCs_by_KusSv.7z
Townfolk-Adult-M-002 with spear and buckler - 250ms attack cycle
Townfolk-Adult-M-008 with trident and large shield - 500ms attack cycle
Townfolk-Adult-M-007 with poleaxe - 250ms attack cycle
Aristocrate-M-01 with partisan - 250ms attack cycle
Animations per character
Marching with weapons - 500ms cycle - 4 cardinal directions (east/south/west/north) - weapon is blue like bullets in attached humanshots.png
Attack while marching - cycle time varies per character - 4 cardinal directions - weapon glows brighter
Thanks Spring. Barring some incredible stroke of luck where I miraculously get a license for that soundtrack, I do intend to get an original score but there is no definite timeframe for that.
I experimented with downscaling some 480p tiles and the damage isn't as bad as I feared, only the really fine details would need retouching to make them recognizable again. So, 240p it is.
Now looking for someone to do the game cover art. This can be any art style, not just pixel art.
Details here:
https://docs.google.com/document/d/1IJNgUdT-1byaa4lk7qXslmbjPSzyqxw7CjU4...
I'm now adding cavalry to the game. I will need separate horse sprites and rider sprites.
Horses based on https://opengameart.org/content/lpc-horsesDownsize 50% to fit riders2 galloping directions (down, up) for all 5 colorsAdd tack (horse equipment) - example attachedRiding versions of 6 attached enemy characters
Archers and Swordsmen: 18 animations each = 3 states (idle, pre-attack, attack) * 2 sitting directions (down, up) * 3 aiming directions (right, left, forward (the horse's facing direction))Lancers: 2 animations each = 2 aiming/sitting directions (down, up)I'll also need sprites for the first boss. This is the main character's rival, a major character with an original design.
Written description and sprite list: https://ioribranford.github.io/demonizer/#!Sister.md#Appearance
Hello. I will need 2 more characters modified for combat just like in the previous job.
https://opengameart.org/content/24x32-characters-16x16-tiles
From Heroes_by_KusSv.7z
No need for knocked-down sprites, as I already have them. Thanks.
Hello artists, finally I have some new tasks.
I will need combat animations for certain characters in Cabbit's newest 24x32 character pack. https://opengameart.org/content/24x32-characters-16x16-tiles
If more than one artist is interested, I can divide up the work however you wish.
Following the attached layout will really help, as it will allow me to batch-process them if needed. Attack animations can have more than 3 tiles. But the tiles must be in a fixed grid of 24x32.
All cycle times are approximate and need not be strictly adhered to.
From Heroes_by_KusSv.7z
Fighter Helena and Fighter Vasily with spear and buckler - 250ms attack cycleRanger Ruby and Ranger Timpohey with bow and arrow - 500ms attack cycleSoldier Molly and Soldier Roland with sword and shield - 150ms attack cycleFrom NPCs_by_KusSv.7z
Townfolk-Adult-M-002 with spear and buckler - 250ms attack cycleTownfolk-Adult-M-008 with trident and large shield - 500ms attack cycleTownfolk-Adult-M-007 with poleaxe - 250ms attack cycleAristocrate-M-01 with partisan - 250ms attack cycleAnimations per character
Marching with weapons - 500ms cycle - 4 cardinal directions (east/south/west/north) - weapon is blue like bullets in attached humanshots.png
Attack while marching - cycle time varies per character - 4 cardinal directions - weapon glows brighter
Knocked down on their back, without weapons - single frame - only those not already in https://opengameart.org/content/24x32-characters-lying-down
Other edits
Version 0.2.0
Stage 2 and some visibility improvements.
https://ioribranford.itch.io/demonizer/devlog/9538/demo-020
Thanks. The FX I have in mind though is more like shrinking them into energy points as you're imprisoning them rather than consuming them.
Version 0.1.2.
Minor but helpful graphical updates and rebalanced stage 1.
https://ioribranford.itch.io/demonizer/devlog/3868/demo-012
Thanks Spring. Barring some incredible stroke of luck where I miraculously get a license for that soundtrack, I do intend to get an original score but there is no definite timeframe for that.
I experimented with downscaling some 480p tiles and the damage isn't as bad as I feared, only the really fine details would need retouching to make them recognizable again. So, 240p it is.