>2 days Don't scare me like this user, we still have 3.
Joseph King
I was curious how the classic M&M style would look so I figured out how to do it real quick. It could maybe work. The problem is, it seems like it's purely just a style choice. All their sprites were generated from 3d models and animations rendered out to files, so the same amount of work has to be done regardless. And if you already have models with animations, you may as well just leave them 3d I guess? Billboards would help slightly since it always faces the camera, it would fix my dumb bug where the pathfinding makes them twitch all over the place when they get stuck on something.
Zachary Harris
Looks pretty great mate.
Brody Anderson
Bilboards don't really save you work, at some point I believe they even give you more work because you have to prerender every fucking frame of every fucking animation. For a realistic approach I would say they would be a bad idea, but for something more anime or retro looking they can look pretty nice.
Jason Martin
>Just spent 4 hours trying to draw a simple laser bullet. I have confirmed I am terrible at sprite art
Julian Lee
lmao. try this. take a second image that's larger than this, set it's opacity to 10% and then use blend mode in your application and overlay that image on top of this.
Joshua Perry
yumm
Caleb Powell
I'm trying to make a fun, top-down stealth/action game. I have lots of programming knowledge and literally no ability to make art.
If I post a really great demo with fun gameplay using placeholder art, how difficult would it be to recruit an artist to work with me? I have a few people I can ping for music already, but when it comes to art I'm completely fucking lost,
John King
It's a free asset he's giving away. I hope you're being ironic.