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Bukkbeek

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A member registered Nov 30, 2020 · View creator page →

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Hi! Thanks for your interest. You can use this pack in any commercial and non-commercial projects, as a learning material etc. But you cannot resell or redistribute the pack itself.

Hi! Thank you for purchasing EffectBlocks. You can extract the files to your existing project or a new project to preview/ run the project. I removed the `project.godot` file intentionally to accommodate the modularity - so users can bring the files as they are into their personal projects.

Thank you!

Yeah of course!

Yes sure. I'm planning to bring a major update to this tool. Please send all your suggestions :)

Oh man! The game got lot more updates and now it's VERY different from what you saw first. there are lot more stuff added - removed changed. I kinda paused the development has I got bus with lot of other stuff but I will develop it when I have time, thank you for the comment again! 

you can download Godot Pixel Renderer by Bukkbeek which is a very updated, feature rich tool

Thank you!

Yes.. made with Godot + Blender + Krita

Thank you for playing Rebel 101. Yes it kinda has an end.. when you upgrade the 'core' but it's not 100% implemented yet. My plan is to make the enemies more dangerous and environment to be more unstable as player progresses, right now there are some clues on radio transmission, the mid tower, and when you go to the boundaries, it's not actually a boundary and the rebel falls into the 'Abyss' (and also when the cloning is overrun, it says 'escape from the Abyss'. Additionally you can find some hidden morse codes, some clues that hint about potential ends to the game.. 

Thank you! Hope you enjoy the game..

Thanks for the comment. I have no idea to publish this on steam as 1. the cost to publish on steam is too high and 2. This was intended to be a small free and open source indie project, the source is also available on GitHub, so the project is easily accessible. I don't think pushing this to steam does not worth it. 

Hey! Thank you so much for the detailed feedback. Yes I agree the difficulty-upgrades-game economy is quite hard to balance, specially as a solo dev, so your feedback is always improving the game. Music need to be quite low, specially on the radio, I think. 
And yes, we can definitely work on some jams - collaborations depending on time availability. We'll figure it out.

Thank you!

Hi! The EffectBlocks pack is primarily a 3D VFX pack but can be used in 2D games by rendering into sprites via the pixel renderer. Also you can render not only in pixel art (but can go upto higher resolutions like 512 px as well). You can also rotate the effects to adjust for the best viewing angle for a top down view as well. 

The only issue here is these assets are not native 2D assets. If the art style matches the game and you are fine with using animated sprites for VFX in your game, EffectBlocks is a good option for you!

Sorry about taking time but the tracks are published here. BTW I do not own copyrights for the tracks (no commercial license)

Hi NoirGuitarSuperstar, Please check this comment for your concern. For some reason itch does not let me post a reply to you.

Also please report if you find any bugs/ errors, so I can improve the project over time. 

Hi! Thank you for the comment and honest opinion, as stated in the description, all the assets are placed following:

PolyBlocks > EffectBlocks > assets

This 'assets' folder contains all the ready-made prefabs (effects) - categorized into folders. 'scenes' folder includes demo scenes and the 'source_files' include the required meshes, textures and materials for the assets.

This folder structure ensure that the upcoming 'PolyBlocks' Godot assets series delivered into the main PolyBlocks folder and sub folders like 'EffectBlocks' (for visual effects), 'NatureBlocks' (for nature assets) etc. 

Overall EffectBlocks usage video (tutorial):  

 

Tutorial for how to edit the effects included in pack: 

 

If you still struggle to find out the effects you need, please mention it here, I'm more than happy to help.

Please download this Updated version (v1.1) if you encountered any export issues in the previous version

Thank you :)

Hi yes. This is a known issue for the standalone. I am trying to fix it and in the meantime you can use the Godot version (or use the standalone bypassing the defender). Please allow a few more days for windows to recognize it.

Hey! Thanks for your detailed review and thanks for mentioning about the licensing of plasma shader, I'll review it later and take necessary actions (or remove/ replace it from the pack). As far as I remember, I've mentioned it if I modified shaders from godotshaders.com. And as you mentioned, yes almost all of these assets can be self-made, but as many mentioned on Reddit, they use this pack as a learning tool. 

The pack was initially released at $5 with v1, But I had to increase the price as I push updates (updates are free if you already purchased - so this way I can keep the project ongoing without publishing a whole new project and my early supporters can benefit too) + I introduced Pixel Renderer (it's free & opensource). But EffectBlocks has it's own version with built-in effect spawner. There will be more updates coming on the way - stylized (cartoony) effects and space effects for now, but I have several more in my mind.

You can not do it add the moment, but the program samples from your images when it first loaded, so you can convert it first (using Krita or something like that) so you'll anyway get the palette. 

A powerful 3D-to-Pixel Art Renderer built with Godot 4.4+ that transforms 3D models and animations into retro-style pixel art with customizable effects and frame-by-frame animation export capabilities.

Godot Badge License Platform

👨‍💻 Developer

Created by bukkbeek - an independent game developer passionate about pixel art and retro aesthetics.

Portfolio Itch.io

Ko-fi

📥 Downloads

🎮 Get Pixel Renderer

GitHub Itch.io

  • 🆓 GitHub: Free and open source
  • 💰 Itch.io: Compiled version (support the developer!)

✨ Features

🎨 Pixel Art Rendering

  • Real-time 3D to pixel art conversion with customizable pixelation (8-800 pixels)
  • Color quantization with adjustable steps (2-32 colors) and 8-color palette support
  • Advanced shader effects: edge detection, sharpening, dithering, and outlines
  • Post-processing controls: HSV adjustments, contrast, gamma, and brightness

🎬 Animation & Export

  • Frame-by-frame animation export to PNG sequences with progress tracking
  • Flexible export settings: custom frame ranges, variable FPS (1-120), resolution scaling
  • GLB/GLTF model support with animation playback controls and auto-refresh detection
  • Camera system: orthographic projection with positioning, rotation, and lighting controls

🎛️ User Experience

  • Intuitive interface with organized control panels and real-time preview
  • Preset configurations and console logging for detailed feedback
  • Export management with custom paths, filename prefixes, and batch capabilities

🚀 Quick Start

Requirements

  • Godot Engine 4.4+
  • OpenGL 3.3+ compatible graphics card
  • 4GB RAM minimum (8GB recommended)

Installation

  1. Clone and open:
    git clone https://github.com/bukkbeek/GodotPixelStudio.git cd GodotPixelStudio
  2. Launch in Godot:
    • Import project.godot
    • Press F5 to run
    • Select PixelRenderer/PixelRenderer.tscn if prompted

📖 Usage

Basic Workflow

  1. Load Model: Click "Load Model" and select GLB/GLTF file
  2. Configure Effects: Adjust pixelation, colors, and shader parameters
  3. Set Camera: Position and frame your model using camera controls
  4. Export: Choose output directory, set frame range/FPS, and export PNG sequence

Key Controls

  • Animation: Play/pause/stop buttons with loop toggle and frame range selection
  • Camera: XYZ positioning, rotation presets, and zoom controls
  • Effects: Pixelation slider, color steps, palette mode, and post-processing
  • Export: Directory selection, resolution scaling, and filename customization

🛠️ Technical Details

Core Architecture

  • PixelRenderer.gd: Main controller and export system
  • models_handler.gd: 3D model positioning and camera controls
  • models_spawner.gd: Model loading and animation management
  • pixel_material.gd: Shader parameter management
  • PixelArt.gdshader: Custom pixel art rendering with Sobel edge detection and Bayer dithering

Export System

Captures animation frames using SubViewport rendering with real-time pixel art effects, nearest-neighbor scaling, and PNG output with transparency support.

🤝 Contributing & Support

Get Involved

  • ⭐ Star this repository
  • 🐛 Report issues on GitHub Issues
  • 💡 Submit pull requests and feature suggestions
  • 📖 Check the wiki for detailed documentation

📄 License

This project is licensed under the MIT License.

🙏 Acknowledgments

Thanks to the Godot Engine community, Lospec pixel art community, and KayKit for the default skeleton asset.

🤖 AI Development Assistance

This project was developed with the assistance of Claude Sonnet through Cursor AI as a coding assistant, helping to enhance development efficiency and code quality.


You can use this 'Godot Project' instead of the standalone and run it directly inside godot.

It's a known issue for some programs. Please download the Godot project itself, so you can use it without any issues and you'll get the full control over effects as well. 

Thanks for playing the game. Unfortunately music is my least known field to do by my own - so I used suno AI to generate these tracks (there are 3 of them including the one you listened) for me. If you like, I can make them available for download on the page. 

Thank you for playing the game. Now game is under heavy development, potentially it will be released as a complete game in the future. 

Thank you for playing TGR. Night vision (kind of a Radar) sounds like a cool idea. with the new Roguelike mechanics coming to the game, I think we can add it as a perk. :)

Thank you for the comment. What's on display is half of the program :) you can reprogram it (using Godot) to simulate whatever the traits you want to acquire. I initially planned to implement a modular system for users to build their own traits but it kinda became a lot of work for me to do alone so I kept it simple this way. 

I'm glad you enjoy the simulation :)

(1 edit)

Hi everyone,

I'm a biology student and game developer, and I recently created Genesis, a sandbox evolution simulator built using the Godot Engine. It allows users to observe natural selection and trait inheritance in real time with digital organisms.

Features include:

  • Real-time trait evolution across generations
  • Five interdependent traits (size, energy, speed, sense, predation)
  • Mutation and reproduction mechanics

It’s completely free and open source (MIT license) - great for teaching or just experimenting with evolutionary ideas.

Feedback, suggestions, and contributions are very welcome!


I didn't think about it due to non-relevancy to steam and the cost behind it. plus this is a free & open source tool which can thrive on here and GitHub :)

Hey! Thanks for playing the game and for the comment. Yes the game has a long way to go and what you mentioned are really some cool features yet to be implemented. I'm really motivated with your comments - that's why I posted a prototype build. For the next update, there will be some upgrade cards (like a roguelike game). Exploding crates/ barrel would be so much fun. I should look into that as well. 


Destroyable environments are pretty fun - but ×10 times more work. But we'll see. Hopefully in the future :)

Hey!
I think you might like to watch this: 

Hey  Thank you for the comment - I value your feedback a lot. 

What you said was correct, I made some mistakes with collisions (where some of them have colliders, some are traps, some doesn't have colliders at all.) I need to fix them in the next update. Rotating the tank while holding location & keep the camera + turret steady when tank body moves sounds like a cool new idea to try out - I will try testing it asap.

There will be more enemies - specially troops that give the 'enemy waves' feeling. 

Also the roguelike - updates are also on the way. 

I published this as an early build - so people can play (and I can get feedback from players like you) and I can continue development slowly - build a little community around the game, etc. thank you again for the suggestions and feedback.

(2 edits)

🔒 Some antivirus software (especially Windows Defender) may falsely flag the game as a threat. This is a common issue with unsigned indie games. Rest assured, this game is safe to run. I'm working to get it whitelisted.
Until the 'installer.exe' gets the clearance, you can enjoy playing the Windows standalone game. 
You can check the TanksGoneRogue@VirusTotal.com
 for the .exe security scan details.


No problem and thank you for your honesty. I will try to understand how to solve this issue. 

Did you try the standalone as well? I export the .exe using Godot's native exporter and then made the setup using inno. Do you know a way to overcome this issue?