
I didn't mean to hit that submit button this morning... wasn't until I checked the forums during my lunch break before I realized what I did

Probably for the best since I hadn't had a shading layer on, or the scales, and I was still debating if i should turn on the slime trail layer... so I'm thankful for the feedback!
The corrections are up top in the first post.
Thank you for the quick ticket! I'm unable to replace the attachments for the Mantis issue, could you replace them for the RC?
DonCBen wrote:Yay! Snail slimes and shell hats!
How long would it take to go in the game once approved? Or will we not see it on eA?
I originally was working on this as a possible monster for the tutorial island, but it seemed a bit big. It's actual use and placement is up to Rotonen.
Ces wrote:I’m a bit amazed how all of you are able to work with the dye system. Anyway, the red area in the spritesheet looks a little monotonous. Being so non-textured clashes a bit with the shell, in my humble opinion.
It has a nice cartoony feeling, especially with the eyes/antennae skipping around when it walks, its bite attack and the jumping shell on death.
The trick is to work with layers and color everything in a pleasing manner within each layer first, and then desaturate those intended channel layers and resaturate them at 100 at the hue and decrease the overall volume by 50% before adding in any manual highlights. I uploaded the fixed version at the top of this thread with the corrected shading and the scale on the sides.
Savi wrote:I think the snail should leave a short slime trail when it moves.
I had a layer and dye channel for this but hadn't decided if I wanted it on or not... it is in the version up top.
Bertram wrote:
I propose a particle effect for the trail...
I can turn off the slime trail again if you want to go with particles, but let's check with Rotonen to see how he wants to go.