1

Tema: Dunkehr.

https://i.imgur.com/3ebpyc9.png

https://twitter.com/FontesRanter/status … 7386660864

https://twitter.com/FontesRanter/status … 2268797958

https://twitter.com/FontesRanter/status … 3943835648

https://twitter.com/FontesRanter/status … 5689305089

https://twitter.com/FontesRanter

Obra de un portugués con un año de desarrollo parece que para WIN y LX de momento.

2

Re: Dunkehr.

https://twitter.com/dunkehr/status/1234200203198189569

3

Re: Dunkehr.

https://i.imgur.com/hkyvuxA.png  https://i.imgur.com/0VGXgLE.png


https://twitter.com/dunkehr/status/1272786474866561025

https://twitter.com/dunkehr/status/1262509534880264192

https://twitter.com/dunkehr/status/1277888303677702144 (controles)

4

Re: Dunkehr.

https://i.imgur.com/cpsIVqp.png

https://www.sonicfangameshq.com/forums/ … 0-7-0.578/

5

Re: Dunkehr.

https://twitter.com/i/status/1375647886210428928

https://twitter.com/i/status/1359613755248807941

6

Re: Dunkehr.

https://twitter.com/i/status/1404278791690756100

7

Re: Dunkehr.

Cambio de motor y con ello, adiós al "dot art" y a los enfrentamientos mesurados:

- One of the biggest workflow bottlenecks have been character animations. Pixel art can be quite time-consuming, and this new workflow is a breeze by comparison.
- Pixel art was a compromise from the beginning.

Advantages of this new visual style include WAY easier character animations (it's night and day), a potentially wider appeal (as an indie dev, this one's VERY important), as well as more freedom for visual flair with little extra work, if any (like more dynamic camera work).

Speaking of combat, I'm gonna crank that a bit. Combat's one of the components people liked the most, as well as the overall arcade feel, so I'm gonna lean a bit harder in that direction. In the video above you may have noticed an air combo. That's just one of the things you're gonna be seeing.

https://i.imgur.com/yJEtpCZ.png

https://www.patreon.com/posts/56443154