So, tell us about yourself! I'm Scott Brown, AnimatedTako online. I grew up in Virginia, currently living in Georgia. My art style is aggressively shaped by American 80s toy-centric cartoons, late 90s action anime, action figures and 16-bit arcade classics. Pretty much, I love toyetic characters with functional designs, tightly controlled color schemes and cool, saturated shadows. I have the most fun animating fighting game scale pixel art because there's a duality to working in a rigid grid that's comforting in it's structure but challenging to find unique expressions with. Certain lines and curves just aren't possible to render literally, so you have to start implying them instead between pixels and I find that sort of interpretive element to be extremely engaging both to make and to look at. I'm an animator on SZX, working on all the pixel art sprite based aspects of the project.
How did you get started working on Slave Zero X for Poppy Works? Wolfgang messaged me out of the blue about it on twitter around October 2021. I signed some stuff and we had a call where he showed me what was being cooked up and I thought it had awesome potential. I still had some full time work to finish on other games at the time. A few months later, I started working on SZX in early 2022.
What sparked your interest to work on SZX? Even in the earliest form I saw it in, SZX looked like something I wanted to play. The action was crisp, Shou looked like fun to animate, and the dark dystopian setting felt like a fun playground for violence.
What do you enjoy most about working on SZX? Trust, freedom and synchronization on the team. Francine empowers us to go wild with action and posing, adapting her characters to pixels. Tristan is open and receptive to any attack ideas or animation flourishes we come up with. We all mesh well on the animation team passing the characters back and forth, we're pretty much on the same page about what kind of acting and posing to use and any time we aren't, we pretty easily come to a consensus after weighing the pros, cons, and efficiency of different decisions. It's just really nice to be doing your best with very little friction in the way, and I think that shines through in our work.
How would you describe the world of SZX? How did that World influence the art style? It's a dark oppressive world tailor made to keep you down with a protagonist and combat built around pushing past your limits, and finally doing something about that problem everyone has been telling you're too weak to solve. At least, that's how I see it and think about it when animating the characters. Even though Shou has tremendous power via X, He's finally putting all this pent up emotion inside him to use with a singular goal in mind, so no effort is spared. Every action is carried out with 100% intensity and effort. It's really fun to animate a character that's just exerting themselves so frankly. I feel the same about the various enemies in the game. They're all cogs in SovKhan's grand machine, little micro machines shaped for a specific purpose to keep the mega city functioning. They've ruled unchallenged as a power that's never tasted loss, and their entire lives are shaped around performing their particular combat role. So, we make their attacks very measured and practiced, but their hit reactions are messy and inelegant - They're not used to the resistance.
What has been a challenge you overcame working on SZX? An art piece you wrestled with? The complex pipeline? Mostly just having to wrestle with cutting certain ideas because of time constraints. There were a couple times where we had to finish animating a character before they were implemented in a rough state, so I think we didn't take some risks we could have if we knew we had time to adjust them based on some testing in game.
What skill has helped you most on this project? It's a cornball answer but it's true, communication is the key, and not having an ego helps even more. Anything I couldn't solve on my own I just brought to the table and talked it out with the team and we either knocked our heads together to come up with an easier approach or way to divide the work. Just keeping each other up to date and sharing sprites saves you so much time in small little ways. On a character like Enyo for example, she has a lot of props and wings. We saved each other so much time by making sure we shared reusable wing poses, sharing sprites every time we drew a prop for a new angle, etc. A leg here, an arm there. That's one of the best parts about working in pixel art as a team and it goes a long way to maximize your output as a group.
Poppy Works has been completely work-from-home since 2012. They are a global company in the sense that they hire anyone qualified from all over the world. What has it been like working with such a diverse group of people? It's been awesome. Everyone has that unique little extra chance of adding a flourish I might not have thought about. The timezone coverage is pretty nice too - when I wake up there's already some awesome work posted in the team discord that was done somewhere else in the world while I was asleep. It's great to start the day off inspired like that.
Tell us something fun about working with the SZX team, a funny moment, something special that stands out to you about the team, or something you would like the world to know about this experience. Building a game is a challenge of course - but especially one bolted together with tools that weren't necessarily meant to be used the way we use them. The team has a pretty good sense of humor about it when things go a little sideways and it's spawned some pretty incredible internal memes in the team discord.
What has been your favorite piece to work on? I think the hammer wielding Heavy has been my favorite character to work on. He was the first character on the game I got to work on the majority of sprites for a few weeks in as I was starting to feel comfortable on the team and really started to get into the swing of things. So, I'm both happy with how he turned out and nostalgic for the time I was working on him, getting to know the team and starting to feel confident this game was going to be something special!
Was anything cut from the project you wish had stayed in? We got really excited collectively about a third, final "perfect god" form for SovKhan where he would be fighting you without any of his armor and minimal powers, just buff naked martial arts. After a long march animating mecha-like characters with rigid armor and huge mutants, I thought a final sprint focusing on just an idealized human anatomical figure would be a fun cool down and neat climax as SovKhan eventually has nothing left to fend off Shou and X with. We ended up cutting it in favor of focusing on more new content for the middle of the game, but it would have been nice to get to.
How did you get started in this industry? Any suggestions for up and coming artists who would like your job? It took awhile working on small game projects in my spare time while doing animation in other fields before I was able to cross over into games full time. Experience on a team is important, and having a personal project you can work on to build a portfolio is great. The most important thing with animation in games with fighting game inspiration like this is having enough example work on one character to show you can draw them consistently doing a wide variety of stuff, especially doing a backflip and landing on their face after eating a nasty attack. Really, you'd be surprised. I think I've animated a backflip on every single game I've been on. Walk cycles, run cycles and back flips. Make that your life.
Final thoughts I've really had a great time working on SZX at Poppy Works, I can't wait for people to get their hands on the game!
Steel Hunter is entering its final week, and we're rolling out the Steel Hunter Challenge to finish it with a bang. Fight to the end to win Premium vehicles, gold, 2D styles, and more!
Steel Hunter Challenge
EU: February 6, 2023 at 15:00 CET through February 12, 2023 at 22:00 CET (UTC+1) NA: February 6, 2023 at 06:00 PT | 08:00 CT | 09:00 ET through February 12, 2023 at 11:00 PT | 13:00 CT | 14:00 ET ASIA: February 6, 2023 at 05:00 UTC+8 through February 13, 2023 at 05:00 UTC+8
Here's a sample of the rewards up for grabs:
Progetto M35 mod. 46
Bat.-Châtillon Bourrasque
ShPTK-TVP 100
M54 Renegade
How the Challenge Works
Once you follow the necessary steps and register via the button above, your results in the Steel Hunter game mode will be tracked as part of the challenge. It takes 10 matches for you to receive a ranking, which will be based on your performance in those matches. Your ranking updates as you play more matches, but it's always based on your best 10 consecutive matches. At the end of the challenge, the top 1,000 players (EU, NA) / top 500 players (ASIA) receive rewards based on their leaderboard ranking.
Challenge Regulations and Scoring
Only matches played after the player joins the challenge are counted.
Only matches in the Steel Hunter game mode count toward the challenge.
Only solo matches count toward the challenge—Platoon battles do not count.
Only matches played during the event times stated above count toward the challenge.
If multiple players have the same leaderboard ranking, positions will be sorted by 1) damage caused and 2) opponents destroyed in their best 10 consecutive matches.
Players receive points that dictate their ranking based on their placement in a match. Players also receive two additional points for each opponent destroyed.
Golden goblin, a creature passionated with gold, lives around MIR world.
Golden goblin, wandering and searching for treasures nearby Bicheon area and Secret Peak, is now here to take a business!
Check out Golden goblin's surprising packages on [Goblin Market].
Remember that Golden goblin will only be on Saturday, we recommend you not to miss out this great opportunity!
※ Please be aware that all products on sale will be available for the day (~ 23:59) and they will not be purchasable after this period. ※ Golden goblin packages can be found on [Goblin Market] in [Shop] menu.
"Mum, why is the train speeding up and who are those masked people out there with the guns?" "Could be the welcoming committee from Hope, but I'm not sure!"
Hello cowboys and cowgirls!
The Hype Train will be hitting Releasetown soon and you will be allowed to go wild in the West! Meet people on the frontier, lend them a hand with their chores and catch the first glimpses of a promising future. But before that, take a deep breath and brace yourself for the cinematic trailer, which we would like to present to you here.
So, partner, now we'll leave you on the bench and relax before the exciting ride into the prairie begins!
Spirited Thief will participate in the upcoming Steam Next Fest (starting February 6th), and we will also be playing the game live on February 8th at 17:00 CET: make sure to tune in!
- Reworking and rebalancing of defenses in combat. - Removed penalty to max AP from fatigue. - Added more abilities to interrupt and defend against enemy attacks (effect depends on character’s fatigue) - UI and usability improvements. - Bug fixes.
The battles are a bit longer now, with more emphasis on strategic planning and resource management.
Using saves from previous version may cause problems.
This update adds the APKWS (Advanced Precision Kill Weapon System) to the game.
This basically adds a laser guidance to a 70mm rocket making it just as accurate as something like a Hellfire at the expense of weight and cost (approx. 10kg & 15 Dp per rocket).
They come in pods of 7 rockets and are available to all Advanced Tech helicopters (AH-64D, AH-1Z, Lynx 3 & SA-349 Gazelle).
Usage is just like a laser guided Hellfire except they travel much faster and therefore have a narrower launch window. They are quite manoeuvrable though.
Range is set to 5,000m but they should be able to travel much further.
They are designed to be used against soft and lightly armoured targets in their current High Explosive format (I shall also be adding Armour Piercing varieties shortly) with a single rocket usually being enough to take out a BMP-1. T-62Ms will require several rockets meaning TOW, HOT & Hellfire missiles are still a better option against heavy armour.
Armour Values
This also brings me to the other main feature of this update - Armour Values!
All vehicles now have an armour value and all weapons have an armour penetration value. This is used to calculate the damage dealt by the weapon against an armoured target.
For Example A 30mm HEDP round fired by the Apache has an armour penetration value of 2 and a damage value of 5 to 10.
A BMP-1 has an armour value of 2 and 40 hit points
So a single hit on a BMP-1 will be 10 / (1 + (2 - 2)) = 10 / 1 = 10
In this particular case the 30mm round has enough armour penetration to defeat the BMP-1s armour so it does full damage and will therefore take 4 hits to kill assuming it always does max damage.
What this means in practice is that heavily armoured units will be more resistant to smaller weapons but it also introduces a nice mechanic where shortly you will need to think about the types of warheads equipped to weapons.
Should you take HE rockets for area effect or AP rockets for punching through armour?
Your helicopter also benefits from these calculations so the Apache should feel a little less squishy against 23mm rounds and all helicopters in general should be a little more survivable.
Circle Empires Tactics has received a major technical update.
We have switched the service provider from Improbable to Amazon Gamelift. A lot has changed under the hood. The update should now be live and up and running.
This change has taken place because Improbable shut down its game server branch.
There are small changes to starting a new multiplayer game. When creating a new lobby, players now choose between co-op and pvp mode, set the name for the lobby, and can optionally set a password. These settings can not be updated once the lobby has been created due to limitations on Gamelift.
If you find any strange issues related to multiplayer, please let us know on Discord or our other social media channels!