Had another question about how we animate our character! It's done procedurally and makes it more dynamic/time saving than animating each frame.
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How we made our character sprite with 2D procedural animation for some dynamic movement.
Thinking of doing a slightly more in-depth post/video for this 🤔 (maybe more dev posts while we work on Rusted Moss' major content update)
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Our character movement (and the grass) is animated with code to avoid painstaking hand animation.
Heard there were some comments during bitsummit about our procedural animation so just posting this gif again to show how it was done ^___^
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Been getting a few more comments asking how the procedural animation for Rusted Moss is done so decided to repost this explanation (:
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Fun story: Rusted Moss started off as just this. It was meant to be an experiment in getting procedural animation to work. Just an abandoned project for testing stuff.
Now it's a game 😅
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How we did procedural animation for our game to create dynamic and fun movement! We used the same thing in Rusted Moss Arena (minus the ponytail).
✨We just open-sourced it so please feel free to check out how we did it! ✨
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Link to the code repo below ⬇️
Most of our dev's (faxdoc) projects aren't made with a game in mind. They're made to learn for learning's sake. Though we've been working on our game for 1 year now, it ignores the years of experience gained from small projects like this. #indiedev#indiegame#indiegamedeveloper
Started with a tutorial on procedural 2d aim animation. Ended up working on a game for more than a year?
Rusted Moss will be participating in Feb's Next Fest! Thanks for all your support 😊 feel free to wishlist and check out our demo!
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RUSTED MOSS HAS A RELEASE DATE!!
Our grappling hook metroidvania will be coming to Steam April 12! Less than two weeks away 👀
Wishlist now! (we also have a demo up on Steam!)
LINK BELOW
👇👇
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