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Hi everyone!

I’ll keep this post short and sweet since the last roundup wasn't too long ago. I wanted to post today to force myself back into the Monday rhythm!

Here are some of the sketches I worked on for the new loops:


Streams also should slowly go back to a regular rhythm as I settle back into art production!

Until next week,
Cookie&Bunny

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Comments

Katfeathers

Bwahahahahah! The tigers reaction to the shower!

SirMalo

Ohhhhhh, shower fun.~

Shadow Drake

AAahhh da poor kitty needs a good wash ^_^

Chalo

Looking adorable and can't wait to see more updates!

Razor_Wolf

I'm curious; is there a way - or a way planned - to take advantage of defeated enemies in the same way they do to us? It would be neat to see an alternative set of animations where the PC take a more dominant role.

cookiedraggy

We're actually thinking about making a change akin to this, you can read more about it here: https://www.patreon.com/posts/60256270

Razor_Wolf

Ah, didn't see the post since I I'm a new sub. Getting grappled is occasionally annoying, so I personally think it would be a nice change for combat flow, but it might make a few things feel a bit off given the current animations. Having different animations for win/loss seems like it would feel more natural and would add more interest in the enemies, but it would add in a lot of work for current enemies and anything to be added in the future. Another option is a health threshold for grapples so skilled/cautious play results in better flow but still leaves enemies the ability to punish reckless players, but I have no idea what that would take to implement. I understand the work that goes into animation and I respect anybody that has that kind of drive and patience for their craft, but coding is beyond me. I can understand a good portion of script commands and condition rules, but putting things together into a functional game is like magic to me.