This is my first blog post.
I am making a videogame as a learning exercise, using SDL 2.0 as my framework (I can't call it an engine, but I'm using it as my game engine).
I opted to attempt a 2D Turn Based game.
Animation
I have followed SDL tutorials and am now familiar with [Textures] and [Rectangles] in SDL, necessary for animating characters in the game. I wrote wrapper code to turn my sprite sheets into living characters.
Now that I have achieved animation implementation, I focused on getting a practical art asset pipeline (drawing the sprite sheets).
1) I first tried Medibang. I had to manually position the sprites in my sprite sheet, and the Surface Pro 4 (tablet) didn't work.
2) I then tried using Graphics Gale. I found out I'm a terrible pixel artist.
3) I checked out Krita again. It turns my tablet into an electric oven. But I can draw without lag, it has animation support, exports a series of png files, and I can use texture Packer to create the sprite sheet.
Gif with 1 Boar was made with Medibang.
The 3 sprite men were made with Graphics Gale, and the three boars were made with [ Krita + Texture Packer ].
What did I learn?
Animation is expensive, took me way longer to draw 16 frames of animation than I would have liked.
I want to focus more on programming more features, and less on animating. Although I do want to see how "pretty" I can push a game.
For now, I'll try to stick to easier character designs and shorter idle animations.
Welcome!
Art is definitely a tough point for a lot of programmers, I like your style though!