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Donitz

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A member registered Aug 12, 2018 · View creator page →

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You create and load an image where the colors are laid out in a horizontal row.

Works fine now, but I may still change some things so saved tilesets probably won't work in the future.

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No worries. The godot 4 version will be done in a day or two. Its system is entirely different from godot 3. I'll post an update later.

Sorry about that. It should work now.

You can't click the generator buttons before you get to the next objective.

https://threejs.org/examples/

This is a good place to start:

https://threejs.org/examples/

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I suspect these new AI models which draw images will also be superior at drawing pixel art soon enough.

Hmm. I thought I ensured that should have been impossible.

Hello! I saw you left me a message. I'm at work every day and afk, so you'll have to idle longer.

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Hello!

Yeah it's a bit confusing. Let me give a working example.

If you use a tile size of 24x24, the tiles are saved in a grid of 24x24 + 3 pixels, ie 27x27 pixels. So in Godot your TileMap should use 24x24, and your TileSet should use 27x27 pixels. In reality the tiles are bigger than 24x24 pixels to allow for the dark outlines, otherwise you would have a dark outline between every tile, and that wouldn't look very pretty.

You also have to manually put in the 3x3 bitmask in Godot for Autotile, but that only takes like a minute. Here's a screenshot:

Hello!

I tried to write you a pm but it turns out itch.io doesn't have private messaging, as I'd rather not write my e-mail in chat. I'm usually on the libera chat irc channel in #gamedev and on Steam.

I would need to package the app using electron or tauri for it to work offline. I'm not really comfortable recommending people to install a local webserver to run it.

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Shouldn't be. Could be the browser is unsupported.

Using the Save animated PNG button.

What web browser are you using?

Yepp, this was before I understood that you need to limit delta time to reasonable timespans to avoid game breaking bugs such as teleporting through walls or this.

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Thank you for your in-depth review of the game :D. Yeah it was made for last year's jam, and I agree I kinda messed up the dash mechanic a bit. It never occurred to me that dash should also work when you're not holding a directional key.

Hmm, maybe a game with curved dashes could be a cool concept...

I was working on a game this year too, but time constraints made it unfeasible to finish without stressing it for way too much. Here's an image of the game:

 

Thank you!


Done, now the mutate button only mutates the last orb until you decide to apply the mutation.

Very nice! Looks like unity.

"Then we could have another option to make sure that the same color is never used twice, assuming the palette has at least as many colors as the original image."

This is what the "no color re-use" checkbox does.

I have been thinking about treating different brightness levels (shadows, specular highlights) as being the same color, and mapping them to brightness levels of another color (just like in the procedural tileset generator palettes). The problem I encountered was how to objectively determine what colors are part of the same material in the original image. Do you treat neighboring pixels as being the same material?

This tool was created a few years ago before I discovered L.A.B and made the procedural tileset generator. I may take another look at this issue to improve the tool.


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Good diet.

Lol, thanks! I'll release the Dog-Content pack in 2 years.

The first phase is the longest, then it gets a lot faster.

I wish you the best of luck. You sound very ambitious, so I expect you to create some great things in the future.

Yeah, it's a very good palette. There are many other good ones at if you sort them by https://lospec.com/palette-list downloads. Your art has really improved, like a good foundation for a game.

Whups, scrolled down to the wrong message.

Thank you, I was going to ask whether I could use your image as a sample. I've featured it in the description and screenshots.

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I am humbled. I think this tool mostly highlights how important lighting is in pixel art.

Your art is very nice, and it also shows how important the human factor is in art. Procedural generation can not replace that.

I'll try to answer all the questions.

The blurriness is probably only in Chrome. I tried everything to disable it, but I can't get rid of it without upscaling the canvas. It looks sharp in Firefox.

Transitions between generated tilsets. Yes, it's kinda possible, but there is no user interface for it yet. It would be possible to interpolate between two tilesets, but it may look rather strange if the sprites are changing. For what particular use case do you think it would be useful?

The program accepts palettes up to 50 colors because that's the number of colors I could fit into 5 light levels with 256 values. Anything between 2 and 50 should work fine.

I have added a few more door templates, so if you keep randomizing a bit you should find a few doors.

The ship generator is too specific an art-style. It would only work if that's the exact style of ship you're going for.

Cool! Almost looks like a fractal.

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I updated the tutorial and added some illustrations. I hope this clears it up.

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Yeah. I did briefly go into the outline modes in the instructions, but it's a complicated topic which would need a more in-depth explanation.

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Not quite shadows. It's for rendering a 1 pixel outline surrounding the tiles. They need to be rendered before the real tiles.

https://img.itch.zone/aW1hZ2UvMTMzODUxOS83ODE2MjEwLnBuZw==/original/giPjD3.png

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The outline backgrounds are exported on the same tileset with a 12 column offset. It's clearer if there is a full row of tiles.

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That's due to the padding done when tiling the sides, in which tiled sides are extended out into the outline area, so there becomes a 1 pixel overlap of the tiles when they are put side by side. It should be fairly harmless, but it could be removed.

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I can explain. The actual size of the tiles in the output image is tile size + 3 pixels per tile. This is because the outline takes up 1 pixel on one or both sides of the tile depending on outline mode. Then there is a final 1 pixel spacing to prevent texture bleeding. This is to avoid rendering the outline twice between two tiles, which tends to look quite bad.

So:
Outline between tiles:
Outline 1 px, Tile 23 px, Outline 1 px, Spacing 2 px, Outline 1 px, Tile 23 px...
Outline behind tiles:
Outline 1 px, Tile 24 px, Outline 1 px, Spacing 1 px, Outline 1 px, Tile 24 px...

When used ingame, the tiles are still rendered with a spacing of 24 pixels between each tile, but the tile size may be slightly bigger to account for the outlines.

Looks very nice!

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You can use GIMP and rescale the image with interpolation mode None, but more often than not you tend to do it inside the game engine itself.

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Most retro games tend to just upscale the entire game without any interpolation, such as x2 or x3 pixels per pixel. Additionally you can add an interlacing and blur effect on the screen to make it look smoother. I did it in Surgevania