loooong text - some links to what I use for studying drawing Show more

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sum mor practice - the abdomen or so they say :)

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Looooong text, some goodies inside :P Show more

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It was time to get back to some , in after the detour in gamedev world. I'll be releasing the update to my krita brush pack in the following days, stay tuned :d meanwhile you can get the current version @ razcore.art/posts/2017/06/11/p

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Been a while, been busy IRL, but for you technically inclined, I've published a review on my implementation of in @ razcore.itch.io/munchit/devlog. Next we'll look at metaballs and procedural generation (for maps)

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Tiny update before writing devlog (@ razcore.itch.io/munchit) and moving on to some other stuff like map generation, power-ups (if any) etc. Happy with the result so far

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Just finished implementing the metaballs body, still lots to tweak but I'm happy with the results so far. Next days I'll be focusing on updating the devlog @ razcore.itch.io/munchit instead of adding features, lots to write about!

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Hahhaha, this must feel so boring for you guys, but I got more tests! This is super early so that's why I don't bother with graphics, but they will come :D

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The State of Affair AKA second devlog of the resurrection of MunchIt is here! FSM stuff in . Gitlab update - gitlab.com/razcore/munchit - will come late after I properly comment the scripts in order to understand the devlog.

Going back to humble beginnings!
razcore.itch.io/munchit/devlog

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I was so happy that I finished the game. But as we all know, hope needs to be crushed! (see attached pic). I've decided to start from scratch and do a proper game! Follow the devlog: razcore.itch.io/munchit . (not crazy) Suggestions are more than welcome :)

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itch.io/jam/godotjam062018/rat

MunchIt is out - my entry for via ! It turned out better than I expected. (minor bugs incoming :P). I hope you have as much fun as I had making

Music by Diego Pontes: soundcloud.com/pontesmusic

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This is the progress, I actually quite like it and didn't expect that, I might even keep the graphics - what do you think?

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Done figuring out the procedural generation, hope rises :)) haha. I really like this movement system as it easily allowes to have any pattern you like, doesn't have to be symmetrical. Onto player/enemy interaction

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and this is how the tile map gets generated as the player moves (it's not recreating the same chunks where the player already passed - too much work to figure that out without smooth random functions - perlin/simplex) .

Still I think it's pretty neat :)

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there's a big chance of that cause I spent way too much time figuring out procedural generation which kinda works - no perlin/simplex noise functions in yet :/

still, I have a lot of fun making this pattern movement system which can be used by boty player & AI. I think it's pretty neat :D

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so I've decided to get back into godoting via , it's a very simple mechanic but as usual I overcomplicate things :). Munch or get munched, the theme is temperature and it will have a role in the minigame. All visuals will be in of course and possibly use other foss tools.

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Since I still suck at color/brush work, went back to something more comfortable: line art on traditional style. Still

mastodon.art/media/OGuJTDXeoEr

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10. Color is tricky, one reason: color is a code in our brain. It's interpretation of light frequency. Don't believe? Search about magenta. It doesn't exist as a single frequency.

Can't figure out a color? It most likely falls in the grays. What colors do you see in the pic? Guess before color picking. Color is interpreted in contrast to other nearby colors. Context is key

artstation.com/nicponim & artstation.com/peleng are masters at colors, check them out

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