@jadel4w I love the composition of the top left one a ton! It has a trailing effect leading the reader's eyes to the second page with good B&W balance. The middle left one is also my other favorite with the little bits trailing off too!
@monomello_ Maybe this looks less organic because of so much symmetry even if the leaf sprites are not. Probably better to work with the shape of the leaf to further organic feel! Looks great btw.
@boozemissile I am currently working on a FPS game with a small team and need a viewmodel animator for our weapons. We've can talk more specifics in DMs!
@LizzergasSG Think Starcraft, TFT, Cookie Run for town managment and structure building with a sprinkle of incremental clicker game like Cookie Clicker for upgrades!
@LizzergasSG My game is a more RTS inspired auto-battler/idle clicker prioritizing on mobile experience! It just means the game setup is more similar to RTS but you don't actually control the units yourself. Just managing and upgrading! Still very early stages..
@LizzergasSG Then once the path is calculated in tile level, the unit locally calculates the exact path based on sub-tiles. This avoids checking huge chunks of the level and helps narrow down the calculation by a lot! 2/2
@LizzergasSG Yes, my grid system has "chunks" which are 4x4 "tiles" which each tile represents one 16x16 tileset. Then each tile is broken down into another 4x4 "sub-tiles". The heuristic cost calculation runs on chunks then once chunk path is found, it'll calculate A* down to tile detail 1/2