pixelart edition>Demo Days Next: https://itch.io/jam/agdg-demo-day-71Previous: https://itch.io/jam/agdg-demo-day-70>AGDG Resources https://hackmd.io/SNd2YQugRG-36CLYc8Og2w>Progress Posting Guide https://pastebin.com/0xEt5atn>Helpful Links New Threads:>>>/bant/agdg>>>/vg/agdg>>>/g/gedgArchives:https://archive.palanq.win/bant/search/subject/agdg/https://arch.b4k.dev/vg/search/subject/agdg/https://desuarchive.org/g/search/subject/gedg//agdg/ Steam Games: https://made-by-agdg.vercel.app/>How to WebM https://obsproject.comhttps://github.com/argorar/WebMConvertersize limit too small? >>>/wsg/other+boards>Previous Threadhttps://archive.palanq.win/bant/thread/25149304/
proggy anchor
>>25256165Source on the pixel art?
>>25256515https://x.com/_738294/status/2115742618898604282
>>25256167In engine WIP. Still missing lighting.What do you think she's asking him to hurry up with?
>>25256167Making choking animations for special enemies and players.
>>25256167I should quantise lighting
How do you feel about enemies reacting to player actions and combat style? Have you seen it implemented well (unlike the Elder Ring bow one)?I added enemies having more spacing for a few seconds when player uses melee a lot to prevent spam and encourage switching between options, but I can already see it being controversial as it breaks the flow. At least it's better than random reaction dodges.