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Corruptinator

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A member registered Dec 23, 2014 · View creator page →

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(2 edits)

Definitely the First Suggestion, mostly cause trying to downscale it all at once using the Nearest Neighbor will merge colors and some of the upscaled pixels would be lost during the one-time scaling.

Hence percentage is probably the best approach and doing it one downscale at a time. A.K.A. more than one Downscale node with percentage specification.

Admittedly I also like the Second Suggestion as well, but once again I prefer the First Suggestion to avoid loss of downscale/merged color pixels.  :)

Pixel-After-All is a very nifty tool, but it definitely can be improved!  :D

Any chance you can implement Percentage rescaling in Resize to Side node?
I found out that if there is an upscaled pixelart or an AI Gen Pixelart that has an oversized pixel say an 8px sized pixel, you can rescale them down 50% using Nearest Neighbor as a filter to get the close approximate of the actual pixel size.

for example, 
8px pixel -> 50% / Nearest Neighbor

4px -> 50% / Nearest Neighbor
2px -> 50% / Nearest Neighbor

1px! (Actual Size)

Having multiple Resize to Side node with percentage and Nearest Neighbor would make upscaled/AI pixelart cleaning more streamlined.

I love this! This shows very good potential! I do have a feature request in mind, is it possible to make separate viewport/painting windows so then you can drag it to a separate device for texturing? (AKA Drawing Tablet?) Sort of like how Blender allows Shift-Click on the Viewport corner to create a separate window?

I'm wondering if there should be an option to have any high-scale videos split into separate pieces so then after rendering a frame it stitches back together to compensate for lost VRAM?

I have a RTX 2080 SUPER and for some reason I get this error when attempting to motion blur a 60 FPS footage:

CUDA out of memory. Tried to allocate 3.91 GiB (GPU 0; 8.00 GiB total capacity; 4.13 GiB already allocated; 791.63 MiB free; 5.20 GiB reserved in total by PyTorch)

Then the software just crashes.

This is a really awesome software tool that I could someday use to make certain 2D games pop out with DEPTH. If there is one feature missing that would be beneficiary is the ability to save the laigter setup as a template file so then users and artists would be able to reload the exact lighting setup for any sprites in production.

I have to agree, Blender 2.8 is now available. Possible compatibility-breaking bugs may occur if the plugin is used in the latest version.

(2 edits)

What was really challenging was that I've joined this jam a week later after the jam started. This gave me a very limited amount of time, but me and my team managed to pull it off.

This was all done while learning more on how to make games with the Godot Game Engine.

Any ideas or thoughts of what new features should be added in the later future can go here... : )

Hello Everyone! Hope you enjoyed the short little game that was made for the Low Rez Challenge. If you have any information or feedback you like to share about how this game went or what should have been done better, please comment away with critical information.

Also, I was planning on remaking this game sometime in the future with more features, if you have any suggestions on what could make this game stand out from the casual SHMUPS, please post them in a separate topic titled: Ideas of Improvements.