Hello, my name is Derwin Castillo. I'm a pixel artist since 2010, and I'm now open for pixel art commissions or hiring projects. You can find me over the web as Dokitsu.
Based on the manga/anime series of Koutetsujou no Kabaneri. Kabaneri of the iron fortress is an original anime produced by Wit Studio. This set is directed by Tetsuro Araki and writed by Ichiro Okouchi, with music by Hiroyuki Sawano and original character designs by Haruhiko Mikimoto. (First episode: april - 2016)
This videogame is based on a full action survival arcade with a simple platform style and a semiretro graphics. It's mechanics consists in surviving to the kabane waves that attemps to abord the iron fortress (koutetsujou), using our ranged weapons as a defense. We'll have the availability to play as Ikoma, a 18 years old young boy that works on the Aragane's station, he and his best friend Takumi developed a captive bolt named Tsuranukizutsu to try defending from the kabane. And Mumei, a mysterious 17 years old girl that was kept hidden on the Koutetsujou and appeared on the Aragane's station. Her past is unknow, but she is shown as a very strong and agile Kabaneri capable of killing dozens of Kabanes easily.
Just did a quick edit of a frame about what I meant with the ribs:
(you can click to zoom in) mostly just to make the ribs look like they don't disappear in shadow and not lose the form of the ribs, thought\ you might have to try something different if the ribs compress or so.
I'm now modifying the animation, you'r right, it looks better now. Thanks a lot.
What kind of view will the game have? Is it a kind of sidescroller?
Yes, indeed. It's sidescrolling, I have now some snaps from the main gameplay, and also a simple demo with the game physics and more. It'll be uploaded in a few days.
looks pretty good! some small things: -arm with shield looks shorter than arm with sword (maybe is bent, but then it's bent all the time?) -the ribs don't read like they're getting closer together when the skeleton leans in/breathes out. maybe use the dark bone shade for the ribs there instead of the shadow color? -you also lose the impression that the shoulder pad is ridged since a lot of the dots disappear.
Oh well, I'm looking now at his right arm, you'r right it's shorter than the left one. I'll try something out for those ribs, but I think it's ok, I don't know what are you trying to mean exactly.
Hello, here's one of the first level's enemies for the project that I'm developing (Mazgeon), just a skeleton warrior with a sweet idle animation. x1 x4 7 colors. 48w 64h 6 frames - 150ms per frame.
Now I'm working with run, walk and some attack animations to get the enemy instance in game.
There are no still playable demos/betas, stay subscribed to get the latest information about the project. We'll be updating screenshots and project news from this post.
Features: -Sense features: *Modern pixel art graphics. *Retro chiptune tracks and envirovment.
-Game features: *Adaptable graphic level. *2D real time shade rendering. *Multi resolution support. *A huge number of progressive levels to play. *Customized skills and items for your heros. *Massive action game.
-Hardware: *Confortable input controls. *Joystick support. *It just need at least 512MB out of video dedicated.
Description: Mazgeon is a role playing game, we will get the command of a single character that is specialized in a specific role. Using abilities, items, fighting agains monsters and beasts, beating special events, evading mortal traps and much more features we'll find through the mazgeon's dungeons.
Roguelike playing: It's based on a single player game, this kind of playing style is oriented out of random and exploring levels, also this peculiar game mode has a moderately hard difficult.