Not many rooms in Vytvalen need so many unique sprites, but I suspect every one of those that do is going to be hell.

Been adding background trees to various Vytvalen rooms, here's one I did today :D

I'll add foreground trees later, but I think even like this the rooms look nice.

Had another go at the waterfalls in my game. I couldn't get anything tile-based to look good enough, and last time, particles weren't performant enough.

Today I realised that if I make the particles *really big*, I can get away with way fewer of them while still keeping the flow visually dense.

I made a new sub emote for my Twitch channel yesterday, and it turned out better than expected. Doge in Vytvalen's palette :D

I made a font to use in my game, and since I was messing with fonts anyway, might as well stick button prompts in there too :D

After pixelling thousands of Hangul and CJK characters, 94 more is nothing.

Thought I'd try animating a waterfall using a particle emitter instead of tiles. It looks... okay, but it's too noisy for my taste, so I'll try implementing something similar with tiles tomorrow.

I like the dominance of solid colours, I'll keep that.

(Don't mind the invisible tree, I'll lighten up the background later.)

The results of today's stream, a few props for my game. It was a short stream today because for some reason I'm super yawny ;_;

Black Dram updated~! My favourite minor character appears again.

I'm also streaming, come watch me make some tiles!

Thought I'd make a proper post for the magpie I drew for @Corvusrobotica with a WIP animation and everything.

I wish I had the energy to do art on a whim more often!

Made a sprite of Kaj in my game's style, and a portrait to go with it. This was just for this week's challenge, so I doubt I'll put Kaj in the game. He exists in that world somewhere, but he's from a different story.

Made some new animations this week! A new running animation that matches the vyt's movement speed, a down-slope variant of the run, and a turning-around animation.

Naturally, now the lack of turning-around animations during jumping, swimming, crawling, etc really stands out, guh.

After making that map, I decided the birches in my game should be orange and shaded, as the silhouettes weren't birch-y enough. An extra layer or two of leaf tiles on top of the base tree works.

Bonus: free parallax/depth!

For this week's challenge, I made a rough map of my WIP game. I have no idea how close the actual game will be to this, but it was fun to try to put all the areas together in a way that makes some spatial sense.

10 colours.

Made a climbing animation. It needs transitions to mesh better with the other animations, but that can wait. Animating the last remaining ability, swimming, is more important, as is making some more maps to play in.

Playing with associating particle emitters with different layers of the scene. Parallax snow :D!

Not sure I'll have full-on snow particles in the final game since I'm worried about performance (that's a lot of motion to calculate!), but I like the look of it.

Thought I'd put together a WIP gif of making the house interior. Better late than never :'D

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Some non-game art of the main character in my WIP game :D For the Pixel Joint "3-colour Reflections" challenge.

The second image is a process gif.

An interior for the house :D
I should probably animate it, but I need a break from staring at this thing.

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