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Tuesday, May 28, 2019 - 21:33

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...

Wednesday, February 21, 2018 - 21:25

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-horses

  • Downsize 50% to fit riders
  • 2 galloping directions (down, up) for all 5 colors
  • Add tack (horse equipment) - example attached

Riding versions of 6 attached enemy characters

  • Edit legs for sitting astride horses
  • 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)
  • Do not incorporate bounce from horse movement; the game will position rider according to horse animation frame
Monday, December 11, 2017 - 20:48

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

Monday, December 11, 2017 - 20:17

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

  • Healer Claris and Healer Evan with staff (sample design attached) - 250ms attack cycle

No need for knocked-down sprites, as I already have them. Thanks.

Wednesday, November 15, 2017 - 22:03

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 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

  • Knocked down on their back, without weapons - single frame - only those not already in https://opengameart.org/content/24x32-characters-lying-down

Other edits

  • Make eyes look more hostile. See attached example.
Tuesday, September 12, 2017 - 21:12

Version 0.2.0

Stage 2 and some visibility improvements.

https://ioribranford.itch.io/demonizer/devlog/9538/demo-020

Monday, July 3, 2017 - 17:16

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.

Tuesday, June 27, 2017 - 20:58

Version 0.1.2.

Minor but helpful graphical updates and rebalanced stage 1.

https://ioribranford.itch.io/demonizer/devlog/3868/demo-012

Tuesday, June 20, 2017 - 15:46

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.