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gaiax2 asked: What is the game being built on.. Unity?!

Yes, we’re using Unity and coding it in C#. We’re also using a couple of third party tools to handle the sprites and UI-related stuff.

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madmoeblog asked: what about the Wii U? Cryamore is heavily influence by SNES games, it would feel a little unfair for some of us who owns one and can't afford a computer that could run steam or tablets or smartphones.

We’re also considering the Wii-U as the Wii is already stepping aside for its next-gen successor. We’d have to think about how to integrate the control pad too if so, but again, announcements regarding console platforms for Cryamore will definitely be made as we go further into development and weigh out our options.

Also, for people who do run low to mid-tier PC’s or mobile units, we’ll be doing our best to optimize Cryamore to play on a decent range of specs.

edit:

The Wii-U was one of the console stretch goals that was reached (all goals were reached actually) so there’s no worry about whether or not Cryamore is coming out there.

The PS3 and 360 were the other stretch goals but as mentioned in a previous Q&A, we’ll be considering changing those to PS4 and Xbox One.

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maqueenaladyboy asked: Is it possible for Cryamore to come to next gen platforms (ps4/x1)? Keep up the great work!

We’ll be looking into it! As time goes by, the PS4 and Xbox One will become the standard so we may have to switch over our console versions to that.

An announcement will surely be made regarding such changes if we decide on it. Thanks for the support and stay tuned for the coming update that we’ve been hard at work on (and been itching to release)!

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rabbitoftheaurora asked: Hey guys! Our kickstarter stuff is still on the way right? You haven't forgotten about it have you? =P

What is there to forget? We’re working on the game every day. =P

(KS rewards will all be handled towards the game completion.)

PAID GIG: 2D Environment Artist

Greetings! 

We are still working hard on Cryamore! We are now currently looking to contract out an additional 1 or 2 artists to directly assist with background work and environments for a few weeks or so. 

This consists of inking rough layouts of areas (in a very moderate resolution; we draw assets near-native of the game’s resolution) within the defined style. (If you are also proficient with color and using Photoshop and can also render in the appropriate style, then that’s a plus!) 

Please email the cryamore developer email at cryamoredev(at)gmail(dot)com with a link to environment stuff you’ve done before, if interested. 

If you have solid experience digitally drawing backgrounds in general (comics, etc.), feel free to submit as well. However, artists experienced with game art will get priority.

Of course, this is PAID WORK. 

Thanks in advance!

Gotta Go Fast.

Gotta Go Fast.

Another small look at how in-game dialogue portraits will look in Cryamore!
One of the concept artists, Judy, sketches the various expressions for each character. It is then sent off to Rob, the lead artist to “ink” and color to keep within the game’s overall art style.
This is Braxton, the huge-headed (and hard-headed) little brother with a huge obsession with candy.

Another small look at how in-game dialogue portraits will look in Cryamore!

One of the concept artists, Judy, sketches the various expressions for each character. It is then sent off to Rob, the lead artist to “ink” and color to keep within the game’s overall art style.

This is Braxton, the huge-headed (and hard-headed) little brother with a huge obsession with candy.

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edgaronukwugha asked: How did you set up attack animation states using Unity's Mecanim system? I've always wanted to make a 2D brawler in Unity, but most of the tutorials I've seen on the topic don't cover how to set up multiple attack animations.

Hi!

We don’t use Unity’s Mecanim system (that’s more suited for 3D than 2D). We use 2DToolkit for all of our 2D and animation needs. 2DToolkit basically allows you to make a sprite collection of the specific textures you need for an animation, and make designated clips based on that collection. 

So for example, in your case, you would be able to load textures of every frame for your character in a Sprite Collection (its attacks, movement, taunts, etc.), and then have a separate Sprite Animation prefab for that character grab from that collection,  allowing you then to designate all of its animations and animate them appropriately, all in one prefab. It also manages sprite atlases behind the scenes extremely well every time you update it.

Highly-recommended asset for making 2D games in Unity. Unity’s native 2D still has a bit to catch up to with all the features that 2DTK has.

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