Devblog #16: 13 Days Later β The High-Res Journey Continues (And OpenToonz Changed Everything)
Hey adventurers and code goblins! π
Day 36 (yeah, time flies when you're buried in animation software). 13 days ago I said "2β3 weeks" for the big high-res public build. We're not there yet, but damn, the progress is wild.
The short version: I fell down another rabbit hole, learned a whole new tool, and it's making everything faster, lighter, and better.
The big pivot: goodbye multi-app pipeline, hello OpenToonz
After wrestling with Inkscape β Krita exports for weeks, I finally dove into OpenToonz and learned it properly. Why the switch?
- Keeps everything vector until the very end (no premature rasterizing)
- Lets me preview animations frame-by-frame like Aseprite, but still fully vector
- Built-in rasterizing at export with perfect control
- One app instead of three = way less friction
Best accidental discovery: the way I'm building spritesheets now is basically identical to how professional tools like Spine package animations. I figured it out on my own because Iβm obsessed with keeping VRAM and performance tiny for low-end machines, while leaving room to crank quality later.
The method: Instead of massive sheets full of duplicated pixels, I break everything into shared "blocks" (limbs, body parts, reusable details) and unique pieces. Export one optimized atlas β compose full poses at runtime with minimal draws and almost zero wasted VRAM. Lightweight, scalable, future-proof. I love it.
What actually got finished these past 13 days:
- Complete revamp of the rat enemy in OpenToonz β full optimized high-res spritesheet exported and in-game
- Brand-new enemy designed from scratch: all states drawn, animated, optimized sheet exported and working
- Built a full template library in OpenToonz: pre-drawn body poses and movements for common actions β Now I can grab a template, trace/adjust for personality, and pump out new characters/NPCs way faster
- Player progress: 4 out of 9 major body state animations finished (the rest are in progress)
The template system alone is going to save hundreds of hours moving forward.
The new timeline: The full high-res public update is now targeting next Friday. Iβve got about 5 more player states to wrap, then final export passes on everything else.
Bottom line: the delay sucks, but the foundation Iβm building now is so much stronger than what I had planned two weeks ago.
Back to the drawing tablet β time to toon out the rest of these assets so I can finally drop the update youβve all been waiting for.
See you next Friday (for real this time)~ βοΈ (Now disappearing back into OpenToonz until the player can properly swing a sword without looking awkward)
BOUND FOR TIDES
| Status | Prototype |
| Author | bossmanBforT |
| Genre | Fighting, Action, Role Playing |
| Tags | 2D, Beat 'em up, Side Scroller, Singleplayer |
More posts
- βDevblog #14: Pixel Art vs High-Res β The Unfair Fight13 days ago
- Devblog #13: I Just Backhanded Pixel-Art VRAM Into Oblivion (13 MB β 1.6 MBβ¦...17 days ago
- Devblog #12: I Snapped (And the 124-Frame Player Sheet Is Dead "NO MORE")22 days ago
- Devblog #11: Death Now Actually Punishes You + I Made Infinite Poison Stacks Tha...23 days ago
- Devblog #10: The Elemental Quartet Is Done (Mechanically) + Inventory Finally Go...24 days ago
- Devblog #8: The Big Pre-Launch Checkpoint (0.0.06 Is Getting Close)25 days ago
- Devblog #7: Damage Numbers Finally Look Like a Real Game (And Lightning Got Its...25 days ago
- Devblog #6: Lightning Swords Are In And They Actually Chain (And I Finally Won A...26 days ago
- Devblog #5: The Visual Glow-Up + Surprise Elemental Swords (They Finally Look Ri...27 days ago

Leave a comment
Log in with itch.io to leave a comment.