There are 3 colored selecitons now, with my so-far palette as well. I may keep coloring these, at random, and adding them. If anyone wants a specific demon colored, just reply here with its number.
I'll keep the lineart and b/w for sure. I could color in an indexed way - that would probably mean flat colors w/o shading, but would allow devs to do palette swapping pretty easily (then they could add shading/effects) on top. Not sure how helpful/preferred this is vs just making colored versions like the original preview.
That's a fine point, and thanks for the constructive criticism. I've uploaded one of the b/w instead. Do you think people would be more interested in precolored versions? Not sure if I'd color all of them, but perhaps a subset...
Thank you so much for taking the time to write me like this. I'm happy to see this raccoon get some use, and the game looks really nice (I'll try it if you can make a linux build sometime).
I make art every day - but I don't always post online.
I hope you will keep making games. I may not always have time for it, but feel free to hit me up if you are doing a jam or something and need an artist.
>You had a .png of the individual parts. Would you be able to provide that in .svg format? I think that would be useful to the most number of devs since they can rig and resize to their own specifications that way.
Great idea! I added an "exploded view" svg to the "character art" folder for easier editing. Thanks again for your input :)
Thank you for the thoughtful comments! You've answered my questions clearly and carefully and I really appreciate it.
Also, just to be clear, the svg format is only for the static character art and not for any of the animations frames. It's a limitation of my creative process - I create the characters in Inkscape and rig/animate the various actions in Blender, which means the animation frames come out as flat, transparent pngs.
So, end users will really be limited to scaling down from 800px, and body parts are not separated in the animations themselves. Hopefully these are not troublesome constraints.
This also leaves me feeling unsure how useful the inclusion of the "character art" only svg is, but maybe it could be of use in a game banner, or character select screen or something. I guess it is a small file, at any rate...
Would it be more reasonable/intuitive to use a "power of two" size for the pngs, like 1024? instead of the (admittedly arbitrary) 800px?
Thank you again! I want to deliver assets that don't add burden to the process and I appreciate your attention :)
There are 3 colored selecitons now, with my so-far palette as well. I may keep coloring these, at random, and adding them. If anyone wants a specific demon colored, just reply here with its number.
I'll keep the lineart and b/w for sure. I could color in an indexed way - that would probably mean flat colors w/o shading, but would allow devs to do palette swapping pretty easily (then they could add shading/effects) on top. Not sure how helpful/preferred this is vs just making colored versions like the original preview.
That's a fine point, and thanks for the constructive criticism. I've uploaded one of the b/w instead. Do you think people would be more interested in precolored versions? Not sure if I'd color all of them, but perhaps a subset...
Hey Coriander!
Thank you so much for taking the time to write me like this. I'm happy to see this raccoon get some use, and the game looks really nice (I'll try it if you can make a linux build sometime).
Besides here, you can follow me on twitter: https://twitter.com/null_painter
or
tumblr : https://null-painter-error.tumblr.com/
They're not really any different.
I make art every day - but I don't always post online.
I hope you will keep making games. I may not always have time for it, but feel free to hit me up if you are doing a jam or something and need an artist.
Thank you for the kind words! Let me know if you use it :)
Thank you for telling me - that looks great! I hope that the asset was easy to use and that your game gets a lot of love ;)
>You had a .png of the individual parts. Would you be able to provide that in .svg format? I think that would be useful to the most number of devs since they can rig and resize to their own specifications that way.
Great idea! I added an "exploded view" svg to the "character art" folder for easier editing. Thanks again for your input :)
Thank you for the thoughtful comments! You've answered my questions clearly and carefully and I really appreciate it.
Also, just to be clear, the svg format is only for the static character art and not for any of the animations frames. It's a limitation of my creative process - I create the characters in Inkscape and rig/animate the various actions in Blender, which means the animation frames come out as flat, transparent pngs.
So, end users will really be limited to scaling down from 800px, and body parts are not separated in the animations themselves. Hopefully these are not troublesome constraints.
This also leaves me feeling unsure how useful the inclusion of the "character art" only svg is, but maybe it could be of use in a game banner, or character select screen or something. I guess it is a small file, at any rate...
Would it be more reasonable/intuitive to use a "power of two" size for the pngs, like 1024? instead of the (admittedly arbitrary) 800px?
Thank you again! I want to deliver assets that don't add burden to the process and I appreciate your attention :)