Occult Box is a platformer, where you climb cursed towers and fight their divine rulers.
You play as the forsaken Demihumans, whose weapon called the Cord can be used to move through the levels and fight foes.
🎮Discord: https://t.co/bVanKssVQA
▶️Twitch: https://t.co/Nq3ttMKcqY
This #animation tuesday, we've decided to show some of our work in-engine. There's something cathartic about seeing a huge monster roar and shake the ground you're standing on. #metroidvania#indiegame
Some more castlevania inspired tiles.
Keeping the NES color restraints is pretty doable - fun, even - but I don't think I'll try to keep limits on the amounts and variations of tiles.
#pixelart#aseprite#NES#gamedev#IndieGameDev
@mintifox I watched this one video recently, and I'm not sure if his tips will help you. But he referenced some other yt videos in there, so maybe you wanna look them up: https://t.co/vrgI8cH6P3
@mintifox Oh I didnt realise they are bots. TBH most Twitter people act like bots. Probably "anyone know" is a keyword for many bots to come and the other words give the topic.
We have a little surprise for you...
We just launched a demo!!
Check out new gameplay reveal (full version on YouTube!) head to Steam and try out Astrea!
🎲🌟🎲
Astrea is waiting for you!
https://t.co/gF1zNlcRvq
Working on jump animation. Key words for style: "Playful", "Prancing", "Flow". Tip for your jump game is to blend to fall animation only after been falling for a bit. Makes jump seem lighter without making it floaty.
#gamedev#platformer#animation#indiedev#Blender3d#indiegame
Working on jump animation. Key words for style: "Playful", "Prancing", "Flow". Tip for your jump game is to blend to fall animation only after been falling for a bit. Makes jump seem lighter without making it floaty.
#gamedev#platformer#animation#indiedev#Blender3d#indiegame
@gdeavid You have to send it down after you used it right?👀 Just like in Dark Souls. But yeah elevators are a lazy way to make level design interconnect. One more reason why DS1 level design still works. I bet you could count them with one hand in that game
Changed proportions so legs, torso, head, each take about 1/3 of the character height. I find this makes animating work really well and I recommend it if your art style supports chibi proportions :)