Cutscenes were the main ideas I had when I wanted to create this game. Again i'm approaching something like a Visual Novel approach much like how I did for my character portraits.
This post will be a bit short because I just want to share on how I check the animation of my sprites through Piskel. In a later post there will be one talking on animation but it'll be more detailed as I am doing it in Unity3D.
As mentioned before in my previous post, I can adjust and position the assets in Photoshop now that they are ready. Using the previous finished levels as my reference, I can just replace them with the new assets.
Yeah you might be wondering.... THERE'S MORE?!! Haha don't worry. The process is already done. This post is just a few tips that I want to share through the experience I had in designing the assets.
In this post I will be demonstrating the process of creating one of my character sprites, Jebat. However do take note that this same process is applied throughout the other sprites that I have created.
In the post beforehand, I mentioned on showing you guys the on my process in creating the sprite assets. Before I do that I need to talk on the character portraits that I have done. Why I focus on this first is because I will need a reference for my character sprite later. Without further ado, Leggo.
My Piskel Profile To summarize, Piskel contains features that looks like Microsoft Paint but works like Photoshop (Based on my opinion, don't judge lol). Anyways, In this post ill break it down the features in Piskel. Please check the highlighted red box as indicators. Also I will only explain the ones that uncommon found in Photoshop or Microsoft Paint.
Hello there! Its been a while since I last posted. So sorry because I have tonnes of assignments to work on lately. I'll be posting back again starting with the sprites procedures. However I am not using Photoshop anymore as I found a free online software that can help me create my sprite assets easier. Here we go!