A hidden spot!
#godot #gamedev
A hidden spot!
#godot #gamedev
last day to join :3
Day 54: 2025/09/25 - 5h
Fixed some small bugs and started implementing a way to un-equip items without replacing them with another item. This works with mouse right-click, and I'm pondering how to make it intuitive across all control devices.
#DailyDevlog #Moonshell_Island #gamedev #gamemaker
I See!! Well! That was 100% you, don't think I neccesarily shared the most spot-on thoughts ^^ but always happy to be a thoughts-sparring partner! π Good luck!!!
Can babble more via DM if thats preferable ^^
Or actually oops! Maybe this isnt for a game? Might be mixing up contexts of different posts
Otherwise it sounds like there are thing you like in either direction, does it need to be pixelart?
Personally I would look for a balance in what keeps you going so you can keep iterating and keeping the experience readible so the story comes across in early tests
Whats the vibe you want to create? or if youre not sure, which is easier right now to make for you? - theres also value in prototyping with assets than can do with another pass if it means you can start thinking about the game logic/functionality/interaction (if this is now a bottleneck)
wow hey! thanks so much! ^^ ππ
Wowie, same setup from years ago but 3d now :)
(maybe not so impressive looking but will help me a lot!)
Thank you!!!!β¨
Not sure! I'd file that under lower res portrayal of the actual pixelart- It does look like you authored/ or were concerned with individual pixels while creating the assets. Or at least that's what it looks like to me!
Thanks for letting me babble about it! Super appreciate the interest!!! β€οΈ
Purely for personal familiarities/ plays into my hand better!
I do like I have a char rig now so i dont need to redo all combat sprites to do a character skin, can just update mesh and all anims work ^^
Very fair! I came from 2D but there was some personal skill bottlenecks, mainly how i wanted to build the environments and the A-star pathfinding i was using.
Biggest reasons for me to switch to get the Zaxis was to get bit more shader access, navmesh and depth sorting sorted itself! (haha!)
I run a outline render feature around the mesh that stays consistent, so that helps me get away with it and tie it together a bit!
I'll give you the unflattering truth!
Started with a 45 degree cam, char 'scaler parent'
set 1x, 1.50y, 0.02z.
Felt a bit 'tooo top-down' and wanted to see the tile ground texture stretch up a bit more, cam set 35 degree and char
set 1x, 1.35y, 0.02z. Just felt right ^^
Ahh shucks! Thanks Justin! π
Didn't want to do a ugly -x flip on the character like my old 2d prototype so actually have persistant hair on the character now π
Wowie, same setup from years ago but 3d now :)
(maybe not so impressive looking but will help me a lot!)
Everything's a slider and not a hard yes or no!
any degree of application of something is a tool!
Sorry for whole essay, had more to reflect on than I thought! But if you made it here thanks for the question and thanks for reading! ^^
Hope if anything it helps filter your assets or be liberating!
That's how I look at the topic anyway!
Any blend or flavour is valid, so long you can find a good balance. Consistency helps pattern recognition for a reader/viewer.
But even inconsistencies are method of 'unbalance' that can bring deliberate unease..
Pixelart is also low-res but not all low-res is pixelart!
Low-res.
With 3d I can see a more 'straight low-res' approach where you look more at 'viewport output', how the game renders etc.
with 2.5/3d pixel you also do that, but still author a pixel texture and rendering surrounding respecting that
Best is probably to have a consistent ruleset that you apply over all assets or per 'category/archetype'
EG: UI gets [this] treatment, characters get [that] treatment, environment, props, etc etc..
Or everything in game same treatment!
To me any art that has you author the look of indiviual pixels (by hand or through shader/engine rendering) is valid pixelart!
sprites can be drawn with antialiasing to smoothen strokes/ transitions, or your result can be rendered with it, all valid IMO!
Different #motion of leaves π±ππ
Small abstract one for today's #pixel_dailies
@pixeldailies.bsky.social
I keep forgetting to draw their tail π
Lovely ^^
Dutch comfort
Thank you!! π^^