Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

1StepCloser

186
Posts
11
Topics
70
Followers
255
Following
A member registered May 20, 2018 · View creator page →

Creator of

Recent community posts

(1 edit)

Well done Pixia.

Constantly improving Luiz. Awesome.

Simple yet fun! Well done Stan.

This is great work!

Congrats on the release.

Hello Dem,

Thank you for interest in ExpandCiv. At the moment ExpandCiv is not my development priority but I have noticed it still maintains a certain popularity so I may revisit it. There is a tutorial but it's intermingled into the regular game. Underneath the day and time hud, there is a box with text, when clicked it displays the tutorial tips that show up over time to help guide you. You can remove these tutorial tips to gain access to the full game by opening up the menu (click the gear icon to open menu) and then toggling tutorial tips off. 

This is great. ^^

Arguably your best work yet, it's great to see you improving Luiz. Well done.

Beautiful work.

(2 edits)

Modularity is my baseline recommendation for most, if not all, projects, even if they have no plan for using more than 1 character. This method allows for better control/management in the long-term.

Someone else mentioned the performance aspects of using separated sprites. However, unless I'm misunderstanding the situation, a user could still bake the assets into one image as needed using art software that provides layering. That's essentially a feature of modularity, it still provides the original option of a single sprite. On the other hand, if you start from a baked in approach the time required to separate out the pieces could be significant depending on the user's art expertise, let alone inaccurate to some degree as most users will probably cut off a few unintended pixels in the process of separating them .

For me personally, I've already had to separate out the hammer from the main character's sprite for my purposes, so this would be of benefit for me, but I don't want to speak for everyone of course.

Perhaps I'm missing something here, but the only downside to modularity is the time it takes to bake them into one image if needed. If the individual pieces are exported with the origin point already in mind, then the transition from modularity to baking them into one image is as simple as opening the files, stacking the layers, and then exporting as a single sprite.

Focusing on your own benefits as the artist, from a programming perspective, any time you find yourself having to repeat the same process for different objects  (in this case using the same base sprite against a varying amount of hair styles), if there is a method in which you can reduce this repetition while providing the same effect it's recommended to do so. Otherwise, it becomes difficult, borderline impossible to continue to manage the project as it expands.

***Apologies if I've misunderstood what's being discussed here.

Well done OcO.

(1 edit)

Well done.

Hello Eddie, I'd like to extend the animations for Sprout, I'm willing to pay (commission), please let me know if you are interested.

Thanks for the response, great work.👍

Out of curiosity, did you procedurally generate your rocks and trees?

Mucho back at it! Your work is constantly astounding to me. The colors, the sharpness, it feels so clean. While the art style for the project I'm working on doesn't coincide with this beautiful work, I just wanted to show some appreciation for you and your talent. 

Wishing you the best,

1Step

Thanks!

Any chance you can separate the staff/hand from the mage as an optional download? I would like to just have the mage without the weapon if possible.

Awesome 👍

(4 edits)

Hello Daniel, thank you for updating the pack. The list of animations is looking great. These are merely suggestions that are primarily based around social interactions that are performed in the character's spare time when they aren't "working". If there are other priorities to tend to in the pack please disregard this in its entirety, I would not want to impede on the packs prioritization:

1. Sleeping (High desire) (e.g. Sleeping at night for games with night day cycles)
2. Celebrating (High desire)  (e.g. Character finds a special item, invaders defeated)
(I noticed the jump animation is pretty close to a celebration as is, so perhaps this is already fulfilled)
3. Running in terror (High desire) (Think arms raised, panic type of running) 
4. Laughing (Moderate desire)
5. Dancing (Moderate desire)
6. Eating (Moderate desire)
7. Crying (Lower desire)
8. Meditating (Lower desire)
9. Stretching (Lower desire)
10. Exercising  (Lower desire) (e.g. Push-Ups)
11. Pushing (Lower desire)
12. Pulling (Lower desire)
13. Sitting (Lower desire)
14. ...

May I ask what your current highest priority is for the pack?

Sincerely,

1Step

Yes, I have a server-based online game and a top-down procedural project I'm working on. Thanks for the encouragement, I just might get back into developing it.

Wow thanks, cloud-sub, it's been a while since I've worked on ExpandCiv, I might open it up to fix some of these issues, thank you for taking the time to post these bugs. 

Wow.

Bien hecho. 👍

Well done Vik.

Great work.

Well done.

Well done.

Well done.

Thanks LV.

Well done ^^.