Preview of new animation core of Red Reaper


Preview of new animation core of Red Reaper

Today I am sharing a glimpse of the Red Reaper in motion — a preview of the new animation core that I have been shaping. It is not yet the final polished version, but it is already usable and ready for testing in your projects.


What this update contains

  • Spritesheet (.png) — the full animation sheet ready for import.
  • Visual reference sheet (.png) — showing Red Reaper’s look, palette and key shapes.
  • Krita file (.kra) — containing the animation timeline and layers.

Status

This is still a work-in-progress. Think of it as a preview release: stable enough to be used in prototypes, but with some refinements and polish still on the way.

Main differences in this version

  • Closer to the series’ visual standard — adjusted colors and shapes.
  • More animations, with smoother and more fluid motion.
  • Spritesheet re-organized for easier import and frame indexing.

Preview gameplay

I will attach short GIFs and videos below showing how the Red Reaper looks in gameplay. These are simple previews, demonstrating the core animations in action.

Changelog

  • Added idle variations and smoother walk cycle.
  • Added anticipation and recovery frames for attacks.
  • Adjusted palette to harmonize with series characters.
  • Rearranged spritesheet into a more import-friendly order.

Next steps

Coming updates will include color variations, additional facial states, and the final polished spritesheet layout. Feedback is welcome — please share any issues you find or ideas for improvements.

Thank you for following the Red Reaper’s journey!

Files

[Preview] New Animation Core 176 kB
11 hours ago

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