IconicZEN

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IconicZEN

IconicZEN

@IconicZen

⟦ Esp/Eng ⟧ On my way to become a proper Game Developer. Mainly a coder, but I'm working hard to get skilled at art and music! Hope to post more soon, see ya!

Присоединился Eylül 2020
232 Подписки15 Подписчики
IconicZEN
IconicZEN@IconicZen·
I think I like this resolution to work with. I tried to make a base for future reference and applied Lea's skin (from CrossCode). However, I don't really like the sprite looking straight to the front, but looks okay when tilted haha. Will keep trying! #pixelart
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IconicZEN
IconicZEN@IconicZen·
Lea repaint from previous post character + new hammer pose. Play CrossCode, is great! #pixelart #crosscode
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IconicZEN
IconicZEN@IconicZen·
@SigningWhale4 Me gusta el de la izquierda. Tiene menos ruido para un bloque tan común. El otro me recuerda a la prismarina oscura.
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SigningDev 👾 (open comms)
Anduve desaparecido pero estuve haciendo texturas de minecraft y no me decido entre estas dos para la tierra, que opinan?
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IconicZEN
IconicZEN@IconicZen·
Small weekend practice. Base colors - light from right front - light from left back - sitting test. Opinions? 😄
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IconicZEN
IconicZEN@IconicZen·
May I kindly offer you a low poly coke on your journey?
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Dev Land Marketing
Dev Land Marketing@DevLand95213410·
A strong strategy for an indie developer is to build the game to around 70% completion before going public. That means the core gameplay is solid, the visuals are representative, and you already have enough content to show what the final experience will feel like. At this stage, you should also prepare all the essentials for marketing: polished gameplay videos, vertical, commentary, documentary, horizontal, meme, funny, etc a clear press kit solid screenshots a good trailer, the announcement one, teaser, early alpha gameplay, early access gameplay, release date trailer and so on translations for your store page and press release ,art,etc community-focused social content ready to release Once you have that foundation, put your game on Steam under Coming Soon and keep it there anywhere from six months up to two years. This gives you time to build real momentum without rushing. During this period, participate in every event where your game fits, online festivals, physical game expos, showcases, cross-promo trailers, anything that can put your game in front of more players. At the same time, start growing your community early. Talk to players. Post small updates. Ask for feedback. Build a Discord. Share behind-the-scenes content and make players feel part of the development journey. Engage with them in the vc 🙃 On Steam specifically, stay active. Update your page regularly,every 4 to 7 days. Even small things like adjusting the capsule art, change your tags, posting a devlog, or updating a description sends fresh signals to the Steam algorithm. The more active the page is, the more visibility it gains. Don't forget to highlight any content creator that supported your game 👀 and press article on the front page on steam as "quotes" with hyperlinks Use this period to look for support as well. Reach out to press, creators, publishers, and investors. Pitch your game. Build relationships. Look for opportunities where your project can grow or get funding. This long Coming Soon phase isn’t about waiting, it's about building steady momentum, growing a community, improving visibility, and making sure that when you finally launch, the game already has an audience excited and ready to play. There are millions of other MARKETING strategies. 👀 discord and email in my bio, if you want to GET IN TOUCH. #gamedevs #trailertuesday
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IconicZEN@IconicZen·
Trying some things Blockbench + Godot. My first time working with a 3rd person camera!
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IconicZEN
IconicZEN@IconicZen·
Doggo.
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IconicZEN
IconicZEN@IconicZen·
Trying to animate in Blockbench. Can't paint to save my life, so I only modeled some minecraft-y thingies and played for a bit. Leg Mouth's walk cycle looks weird, but I really like how it detaches its head to chomp xD
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ginyoagoldie
ginyoagoldie@ginyoagoldie·
the math behind blend modes
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GitHub Projects Community
GitHub Projects Community@GithubProjects·
An open-source YouTube Music client that’s lightweight, ad-free, and fully customizable.
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GDQuest
GDQuest@NathanGDQuest·
Scott's making an open-source alternative to Mixamo for game animation. If you know animators (students, professionals) who'd like to contribute to this open community program, share this with them! Scott's a long-time Free Software contributor, he's done a lot of work on Krita.
Scott Petrovic@scottpetrovic

Update 6 Released for Mesh2Motion! 🎉 ✨ Explore page to view all animations ✨ Added a few animations for bird and fox ✨ Better control rigs for animators Full release notes: mesh2motion.org/news Try it out: app.mesh2motion.org Would love feedback

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Move!!
Move!!@MoveOrGo·
i want to make something
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IconicZEN
IconicZEN@IconicZen·
Acabamos de publicar la Beta de nuestro proyecto SkillDriver, una app para aprender la teoría de conducir para aprobar el examen teórico B2. Podéis probarla en nuestra página web skilldriver.framer.website! Pruébala y comparte este link con alguien que quiera sacarse el carnet!
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IconicZEN
IconicZEN@IconicZen·
@BokehDev The battle looks interesting. I understand the fly downwards is the attack, but since it didn't damage you I couldn't fully tell. If it is, in my opinion lacks a bit of telegraphy. Like when a punch moves back to show that is about to attack. It is too sudden to tell.
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The Ballad of Bellum
The Ballad of Bellum@BokehDev·
I wasn't sure if I was going to post this, as it kinda spoils some of the dungeon, but here's a peek at the bossfight in the dungeon that I've previously showcased. It's still WIP and got some placeholders, but I'd love your feedback🦋🍃🪃 #Indiegame #Gamedev #GameMaker
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Best Indie Games
Best Indie Games@clemmygames·
Just me?
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ShitpostGateway
ShitpostGateway@ShitpostGate·
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