Well done Pixia.
Recent community posts
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.
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.
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,
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)
May I ask what your current highest priority is for the pack?