WIP Wednesday:WIP Wednesday:WIP Wednesday:February 4, 2026February 4, 2026February 4, 2026
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Hey, everyone- I’m here for the first Work-In-Progress Wednesday of February!
Effects Gigapack v2.0.0: First Look
I’m happy to bring you the very first sneak peek at what’s in store for version 2.0.0 of Super Pixel Effects Gigapack! This update is still in the works, but I just had to show off this slick RPG-style ice spell animation. This won’t be the only RPG-style spell coming your way! Other elements will also be joining the fun.
I’m really proud of the detail on the ice- It looks especially frosty. I like the way the animation begins as well. By building anticipation, that burst of the ice block popping in is that much more powerful. Depending on the game, those anticipation sparkles would be a good warning for the player to dodge an attack!
Stay tuned for more Gigapack action coming your way all month!
Super Fighting Robot!
You may or may not know this, but Mega Man is my absolute favorite game series ever. Like… Of all time. I’ve been a fan for as long as I can remember, from way back on the SNES. (The NES was just a little before my time, but I enjoyed those games later!)
I also remember playing Mega Man 8 back when I was a kid, and when I beat the game the credits showed all these sketches of the robot master (boss) designs. That was when I realized that FANS got to design the bosses! That was so cool, and I always wished I could participate. The design contests were always Japan-only, unfortunately.
Fast-forward to 2025, and imagine how excited I got when Capcom announced a worldwide design competition for Mega Man: Dual Override! In late December, I gave it a shot myself. Here are the two designs I entered:
The prompt for the contest was a robot master with a powerful suction arm. I first came up with Aquarium Man, and then Seed Man second. Both bosses started with a pixel art version, and then I upscaled them and drew over them in Photoshop. I’m not well-practiced in the Mega Man character art style outside of pixel art, but I gave it my best shot and I think I approximated it pretty well!
Aquarium Man is ambitious- He has a whole ecosystem in his chest! I think he would have made a great boss, and the theme of scrubbing aquariums made for good use of the suction arm.
Seed Man is my favorite! I put a little more into the pixel art for him, giving him a fully-detailed sprite (below).
I like his body language and I especially like how punchable his face turned out, haha.
The design was modeled after a pinecone, and my theory was that he collects rare robo-plant seeds using the vacuum appendage and then blasts them out of the brown chutes on his pinecone-themed torso to plant them. Perhaps he would use the suction arm to grapple onto the ceiling and launch seeds down at Mega Man!
While my designs didn’t make the cut for the next phase of the contest (which is why I’m finally able to share them here), I’m really proud of them and I think it was an honor to be part of the Mega Man design process! As you know, Atmocopter is directly inspired by Mega Man’s gameplay… So I’ll still get my Mega Man-esque design fix!
SparkBolt Studio Progress
I’ve been focusing on SparkBolt Studio, my work-in-progress pixel art / tileset / level editor, for the moment with the goal of being able to use it to develop Atmocopter levels. Last time, I mentioned that I’d like to have a property editor for objects.
…Well, now I do! It supports a wide variety of property types, and currently you can rename them, change their values, and delete them. Reordering them and copy/pasting them will be coming eventually, I just wanted to get the basics working for now.
Speaking of the basics:
SparkBolt Studio can now partially load Atmocopter levels! Currently, Atmocopter levels are made with Tiled. I have an importer set up for the game to load its own levels, and I leveraged that to allow SparkBolt Studio to do so as well. It’s a little trickier as Atmocopter is loading from its own packed archive file, while SBS loads from the filesystem and must correctly import any tilesets it finds in the Tiled *.tmx file.
The Tiled import process held together with mostly prayers right now, but hitting this milestone today was really encouraging! The next step will be to populate the objects of the level, and there are several UI improvements I also want to make for tile editing to make the whole experience smoother.
That’s all for today- I’ll see you next week with for WIP Wednesday and the next Gigapack update! In the meantime… Let me know who you like better: Seed Man or Aquarium Man!
-Will