[Video] My Plans for February [Animations]
VIDEO LINK: https://www.youtube.com/watch?v=b8WbabbOYrM&ab_channel=KobaltKai
PATREON LINK: https://www.patreon.com/c/KobaltKai_Badgefox
Hi everyone. Sorry, it's not much at the moment, but these are 3 different commissions I will be working on over the next few months alongside game developement.
In full truth, Kaiju Chronicles previous release was its prototype phase, and being a prototype, it's nowhere near ready for me to start adding continual patches to. This unfortunately means that until I fully develop the first levels, I cannot make enemies that match the aesthetic of those levels. Therefor I cannot just add a cool enemy to vore/dominate the main character.
There's an order to it I have to stick to in order to avoid tangling up the development process. That being said, I appreciate every one of you for helping me develop it to this point, and I am almost done with the main sprite pack to all of the main biomes. The only 2 remaining are the desert... which shouldn't have anything in it lol, and Space. You know, because us furries like when Macros get to planet size lol.
All of this being said, these animated commissions are my way of practicing for when I do make the ingame cutscenes (believe me, I am not quite ready to make a cinematic video cutscene, but I'm working on it lol).
One of these will hopefully be done by the end of this month. Or at least well developed lol.
Again, thank you everyone for your support, and I am sorry for the long silence I had previously. There are some parts of game development I had underestimated the wait time of, so I will try to not be so caught off guard by my own project this time XD.
I will be doing poll to see which characters you guys would like to see me draw next. I always kept the ones I do draw down to Redxiii, Strad (my fursona) bowser, or others, and I realize that gets pretty boring after a while.
PATREON LINK: https://www.patreon.com/c/KobaltKai_Badgefox
Hi everyone. Sorry, it's not much at the moment, but these are 3 different commissions I will be working on over the next few months alongside game developement.
In full truth, Kaiju Chronicles previous release was its prototype phase, and being a prototype, it's nowhere near ready for me to start adding continual patches to. This unfortunately means that until I fully develop the first levels, I cannot make enemies that match the aesthetic of those levels. Therefor I cannot just add a cool enemy to vore/dominate the main character.
There's an order to it I have to stick to in order to avoid tangling up the development process. That being said, I appreciate every one of you for helping me develop it to this point, and I am almost done with the main sprite pack to all of the main biomes. The only 2 remaining are the desert... which shouldn't have anything in it lol, and Space. You know, because us furries like when Macros get to planet size lol.
All of this being said, these animated commissions are my way of practicing for when I do make the ingame cutscenes (believe me, I am not quite ready to make a cinematic video cutscene, but I'm working on it lol).
One of these will hopefully be done by the end of this month. Or at least well developed lol.
Again, thank you everyone for your support, and I am sorry for the long silence I had previously. There are some parts of game development I had underestimated the wait time of, so I will try to not be so caught off guard by my own project this time XD.
I will be doing poll to see which characters you guys would like to see me draw next. I always kept the ones I do draw down to Redxiii, Strad (my fursona) bowser, or others, and I realize that gets pretty boring after a while.
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Hey, just want to say that the plants you worked on in the last video were looking good. also take all the time you need. No point doing it if you don't like it.
As for fur or hair. I did one in my gallery of a portrait of a gryphon for one of my friends. in that one it is a bit more poofy? but what I do is just make several lines in various shades in the direction the fur is going. not sure how practical that is if you are animating them or how fast that would be. I use Aseprite for my art. so not sure if there is an easier way to do it.
Anyway, keep up the good work! and also, I've been doing ocean sprites trying to make an ocean game and yeah, a lot of ocean is weird.
As for fur or hair. I did one in my gallery of a portrait of a gryphon for one of my friends. in that one it is a bit more poofy? but what I do is just make several lines in various shades in the direction the fur is going. not sure how practical that is if you are animating them or how fast that would be. I use Aseprite for my art. so not sure if there is an easier way to do it.
Anyway, keep up the good work! and also, I've been doing ocean sprites trying to make an ocean game and yeah, a lot of ocean is weird.
Thanks for the tip, your animation is very smooth :D
I heard Aseprite is good for sprites, but haven't tried it as of yet. Oceans are surprisingly hard to draw, but I think putting the lighting on one layer and shading on the other would help animate it. I haven't tried it out yet XD
I heard Aseprite is good for sprites, but haven't tried it as of yet. Oceans are surprisingly hard to draw, but I think putting the lighting on one layer and shading on the other would help animate it. I haven't tried it out yet XD
Thanks. I'm not sure I'm the best at animation, I think you're rather good at it. Aseprite lets me do frames all in one thing and I can tag them so that if I have say, a kobold I need animations for then I can tag it as jump/walk/run and then it spits out kobold_walk1-4 and so on so that when my brother does the programing he just tells it do say walk or whatever and it goes through them. (He is a master programmer I don't know how to program, but basically, I think he made it so if I make walk_5-7 as new frames I can just dump it in the folder, and it will update the animation without crashing.)
Now I'm not sure that Aseprite would be good at like the large sheet of sprites like in the video. I have only ever worked on one at a time because it exports into the game better that way. I guess you could though.
Yeah, I have studied the ocean for a long time, and it still has weird shit in it. In a video game it is a lot of shading for the lighting and layers. One thing to remember with coloring coral for games is that if you are going to add a shader over everything to make it look blue then the corals can actually be like red or purple or other bright colors because the blue will drown them out a bit. and they might become too dark otherwise. One thing you could do is make a layer that is the ocean color and see what they look like under it. That is only if you are going to do the ocean that way though. you could also just make it look clear, or something depends on what you are going for. (also, if you are going for a through the eyes of the player or what not. like can your character see in the ocean then maybe there is no tint.) The thing is there is no right or wrong way to do it. most players if you hand them a believable world will just make up stuff for why it works that way or not even notice. even if you look at it and are like "it should be this way!"
The other thing you are always getting better, I think that is why there is the problem of the artist that is never happy with their work. because when you finish anything, you look at it and see how you could make it that much better.
So, in summery layers are amazing! everything you make will be worse than what you are now going to make. (I feel this way when I look at my game kobold fishing.) And the big secret with pixel art is that you can draw a blob of stuff and tell people what it is, and they have to live with it.
I do agree with you on the planning part. for the 3-day game jams we did me and my brother always spent the first day or half day planning what the game was and then just went okay let's go and stuck with it. I had joined a few other teams, and they kept changing what kind of game or didn't know what they wanted to make and so we lost all the time to that.
Okay late-night ramble is over. Not trying to talk your ear off or sound like I know everything. Good luck in your game making endeavors. Have a wonderful day!
Now I'm not sure that Aseprite would be good at like the large sheet of sprites like in the video. I have only ever worked on one at a time because it exports into the game better that way. I guess you could though.
Yeah, I have studied the ocean for a long time, and it still has weird shit in it. In a video game it is a lot of shading for the lighting and layers. One thing to remember with coloring coral for games is that if you are going to add a shader over everything to make it look blue then the corals can actually be like red or purple or other bright colors because the blue will drown them out a bit. and they might become too dark otherwise. One thing you could do is make a layer that is the ocean color and see what they look like under it. That is only if you are going to do the ocean that way though. you could also just make it look clear, or something depends on what you are going for. (also, if you are going for a through the eyes of the player or what not. like can your character see in the ocean then maybe there is no tint.) The thing is there is no right or wrong way to do it. most players if you hand them a believable world will just make up stuff for why it works that way or not even notice. even if you look at it and are like "it should be this way!"
The other thing you are always getting better, I think that is why there is the problem of the artist that is never happy with their work. because when you finish anything, you look at it and see how you could make it that much better.
So, in summery layers are amazing! everything you make will be worse than what you are now going to make. (I feel this way when I look at my game kobold fishing.) And the big secret with pixel art is that you can draw a blob of stuff and tell people what it is, and they have to live with it.
I do agree with you on the planning part. for the 3-day game jams we did me and my brother always spent the first day or half day planning what the game was and then just went okay let's go and stuck with it. I had joined a few other teams, and they kept changing what kind of game or didn't know what they wanted to make and so we lost all the time to that.
Okay late-night ramble is over. Not trying to talk your ear off or sound like I know everything. Good luck in your game making endeavors. Have a wonderful day!
True XD
Aseprite definitely has some perks I should look into. For the most part, I use krita for all the different brushes giving textures on the pixel level, allowing me to make a sense of realism. Layers are always interesting in sprite art, definitely make things easier to draw in the long term.
I find myself consistently holding back certain parts of development because my sprite art wasn't up to snuff when I started them. My biggest focus is that I know my current sprite work will look worse than what I make in the future, so a big part of development is future-proofing my sprite art so that what I add in the future doesn't destroy the immersion of what I've already built up. As long as it's future-proofed, I don't have to worry about replacing anything and getting caught in scope creep XD
Aseprite definitely has some perks I should look into. For the most part, I use krita for all the different brushes giving textures on the pixel level, allowing me to make a sense of realism. Layers are always interesting in sprite art, definitely make things easier to draw in the long term.
I find myself consistently holding back certain parts of development because my sprite art wasn't up to snuff when I started them. My biggest focus is that I know my current sprite work will look worse than what I make in the future, so a big part of development is future-proofing my sprite art so that what I add in the future doesn't destroy the immersion of what I've already built up. As long as it's future-proofed, I don't have to worry about replacing anything and getting caught in scope creep XD
I will be using Godot 4 for my beat'em up game. Before I get to work into the spritework, I would need to run some test and understand how everything works on that template cause seems that the game has the base, I just need to add some more coding for the vore secuences.
Oh, hey that's a lot of art and sprites for everything! It is fun and interesting to see the project growing and your insights as a it grows.
Also, thanks again for adding synths! I commented about that long ago, but unfortunately my comments in YouTube are lost in the void now
Also, thanks again for adding synths! I commented about that long ago, but unfortunately my comments in YouTube are lost in the void now
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