I spoke to Luke at Aftermath about some of the things we did on Wild Bastard along with the rest of the art team.
Features a quick look at enemy sprites and how we handled them this time.
Features a quick look at enemy sprites and how we handled them this time.
Comments
The masks related to a few things
the red channel was for glows on an enemy
green was for hit detection (yes we did pixel based hit detection on enemies) 100% green was for crit zones.
Blue was an SDF for line work that kept line width thicker.