- Jun 10, 2018
- 274
- 255
And these days pixel art couldn't be easier to make. You just draw in your original artstyle, let Stable Diffusion pixelate it, and animate with spine. The new grift is spending 3+ years rigging low res blender models that a 1st year art school student could make in a weekend and pretending you're reinventing the wheel with lighting or cel shading even though all of these things are included in engines like Unreal or Godot. Hell you don't even need to understand rigging or animation.I remember the OG ULMF thread, the first one now lost to the pits of time. Future Fragments managed to drum up the interest it did because of the quality of the pixel art and scene animations, as 2D sprite H games that look good are too rare even in the Jap game dev scene. All the voice acted cutscenes and twenty (or whatever number it is now) unique endings with a hundred powerups weren't really a thing back then. It's a shame, because from what the Dev has said then the majority of the enemy animations have already been shown in the demos, and the H art isn't the focus of the game anymore.
It will be interesting to compare the original demo of the fire level with the new one releasing SOONtm, to see just where the design mentality of this project has focused on.
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