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Mrmo Tarius

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

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Hey! If anyone used it in that way, they hadn't shown me :D
The process was intended for non-interactive use since it's entirely Blender-based, but there can be ways of incorporating it into something more interactive, if nothing else then by pre-rendering stuff as animations and using those as textures in Unity or something like that :)

Hey! Thanks a bunch for purchasing the tileset, please go ahead and share it with your team, I'd really like to see the results when you have made something with it!

I did some "colorizing" with a previous tileset, by doing basically what you described- I opened the set in Aseprite (which I fully recommend, it's awesome), swapped the colors and just pasted the recolored version into a large "atlas". Just find a palette that works for you, and you can get it done in a relatively short time. 

Maybe I should make some color variations and include them with the tileset, too?

Thanks a bunch :D

This is GREAT :D

Yes! And please show the results! :D

Hey! Thanks a lot for purchasing MRMO-STITCH!

The suggested "safe" maximum size of 128x128 pixels can be modified within the geometry nodes, but as the process is based around instancing "real" geometry, it quickly becomes extremely taxing on the hardware, with a 1024x1024 canvas producing over a million stitch objects, taking up roughly 5GB of video RAM with 10 million tris/5 million faces :)
What resolution are you trying to use?

Yes! And thank you :D

Hey! It should be working in Cycles already, it's the glass display on top that's specifically made for Eevee that doesn't (currently) work. If you remove the glass, you should see the shader behind it :)


Thank you very much! I was intending to make them all part of this same project, but I'm not 100% sure what to do yet :)
The "color" flavour is almost ready, I need to go and finish testing so I can release it :D

Hello! I'm glad you found this tileset useful! I'll look into some options for making a higher-res version, it should be possible for me to export the tiles in at least 2x resolution but I need to go check if the quality would be good enough :)

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Thanks for informing me about this, I'll go see that this gets fixed :D

*edit* should be fixed now!

Thank you very much :D

What version of Blender are you using? That's the first thing to come to mind since there have been some compatibility "misalignments" between newer Blender versions as there have been many new things added, especially with geometry nodes :/
The experimental GEO version was made with 4.11 and it might be what breaks compatibility with earlier versions.

Thank you very much :D

I just tried appending the shader into 2.79 and the incompatibilities are so significant Blender basically immediately crashes, so... unfortunately not :(

Hey! I don't know of any such apps that allow for 1-bit "textmode" workflow on mobile devices, and I would really like something like that too :/
I know lvllvl allows importing custom tilesets, and it's a browser-based online editor- might be worth giving it a try?

Yes! Your method results in a duplicate material that still uses the original node sub-groups. You could go through every group and make them unique, but it's not really feasible, so:
The quickest way I can think of is just appending the display and material from the MRMO-CRT .blend project into a new project, as many times as you need; this would create "proper" copies of the material (with its name ending in .001, .002 etc) with the subgroups properly copied.

Thank you very much! What format should the font be in? I'm thinking of separating the font(s) somehow for easier access, also looking at possible ways to convert them to .ttf :)

Thank you very much! I'll update it with the x3 upscaled version soon :D

How should I go about making them?

Thanks a lot for the feedback, I'll be sure to incorporate canvas customization in the updated version :)

Hi! Thank you very much for your support!

You can change the canvas texture, there's a few steps you'll need to follow:
First, change any area to the "shader editor", and select "Canvas" (the first slot) in the material slots.


Hit "home" on the keyboard to center the view on the nodes, select the "CanvasMat" node group and hit "tab" to enter the node group.




Within the node group are two texture nodes marked "Ambient Occlusion" and "Normal". These are the textures that define the canvas material.



You can remove the pre-defined textures from these two nodes via the "X" button, and load in any two matching "color" and "normal" textures you want.

I'm working on an update for MRMO-STITCH, and it would probably be a good idea to make this process more streamlined and accessible for the updated version!

Hope this helps!

Thank you! I'm using several palettes! Here's some of my favorites:
DB16 and DB32 by DawnBringer
AAP-64 by Adigun A. Polack
Poly32 by polyphrog

I also often use the Commodore 64 system palette, as well as a few that I made myself, like Goblin22 :)

Very nice! :D

You can use an image sequence or video as input, Blender will happily render out an arbitrary number of frames :)

Oh! Sorry, the "fiber instances" noodle needs to be connected, haha :D

Also, disabling the compositor nodes (change any area to compositor, then untick "use nodes") should help get rid of unwanted alpha overrides:


Could you please clarify what you mean by batch export?

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Hey! It's possible with a slight modification of the process.

First, you need to set the "transparent" option for "film" properties (so that the world background color is ignored and set to transparent);

Then you need to navigate into the "CSLayer" node group by selecting it and hitting Tab;

And finally, you need to cut or disconnect the three noodles that join the canvas to the stitches (hold CTRL and drag with right-click to quickly cut stuff);

I might implement an easier way to do this in the future, once I've finished the update I was working on :)

Hope this helps!

Uh oh :D :D

Hello! MiniAdventures isn't included in Tidbits, you can check out the list of included tilesets here :)

Hello! Probably the easiest way would be to use the charset with Playscii- that's how I'm creating textmode stuff all of the time :)

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Thanks a bunch for your support! I'm glad you like this project :D 

Yeah, both exposing the crumple node (that is, making it easier to accept custom textures) and using displacement to modify the geometry in Cycles would be possible! Currently, you can get to the textures by digging into the main node group :)


Well, MRMOTEXT is basically this but at 8x8 and with way more characters :) 

Microbe was mostly done as practice, to see how low in resolution I can go while keeping a decent amount of details; I'm aware that 8x8 and 16x16 are much more practical for use on existing hardware/consoles, and I'm planning a 16x16 tileset or three in the future!

I have absolutely no way of enforcing these licenses, so I'm not really sure how effective they are in the first place.

That's a feature I can definitely try and implement :)

Thank you! It's a custom lcd "emulation" process I'm developing in Blender :)

Thanks! I made a little virtual display setup in Blender for this :)

Hey, thanks!
I tried to "trim" the tileset to include as many different tiles I could, there's some tiles that have horizontal/vertical flipped versions or rotations included for convenience (some diagonals, "border" tiles etc), but yeah it's optimized for a workflow where you quickly pick foreground/background color and a tile and just place them on the canvas; I mostly use Playscii for this as it's the most convenient for me.
I just released Microbe-2, which is sort of a MRMOTEXT-lite, using 6x6 tiles instead of 8x8, but using the same "shapes and details" philosophy. It's free, go take a look!

This is basically the perfect GB/GBC game. I love it!

Weird, works fine for me on Firefox 124.0 and Edge :/

Oh dang this is great :D