It looks like everyone's sharing #PixelArt right now. Might as well share this thing I did for a project I haven't released yet.
Here are the #sprite sheets for the characters in this project. The designs here are pretty simple, but I'm pretty happy with what I managed to knock out.
The peasant's animations required a little more effort than I was anticipating, because his walk cycle doesn't sync up with the candle flickering, hence why he has more animation frames than the player character.
Happy #ScreenshotSaturday! It's been a while since I've had something to show y'all, but I've been working tirelessly on this little interactive adventure. I've learned a bunch about working with lighting and NPCs already, but I'm super excited for some of the stuff I have planned for this project.
When #godot creates shadows it will use vectors, which totally screws up the pixelated look of the game. For pixelated shadows what you want to do is set your ViewportContainer's Stretch property to true and then increase the Stretch Shrink property. This will reduce the resolution of everything inside the container, thus pixelating everything.
Doesn't seem to behave when resizing the window, though. See images.
Something I really dislike about the way the #GodotEngine works is that it has a bad habit of putting huge single-line blocks of data in its files. It's generally fine for user-facing purposes, but it makes source repo software like #git absolutely shit itself.
Because this is all being stored as one line, every time I modify this tile map and commit my changes, HUGE amounts of data have to be rewritten. I MIGHT be able to fix this by hand, but I shouldn't need to.
Working with tile maps in #GodotEngine is pretty funky. In this example, the "ground" tile randomly chooses between four different sprites as you draw them, but they update when an adjacent tile is updated, resulting in this weird behavior where the tiles change as I draw walls around them.
The machine's delivery was announced by a real astronaut, Samantha Cristoforetti, dressed in a Starfleet uniform, tweeting out "There's coffee in that nebula," a quote from Captain Janeway from Voyager.
Images courtesy of #NASA.
You know, it just occurred to me that mannequins are kind of a weird #marketing strategy.
"This is what you'll look like if you buy our #clothes, as long as you're a horrifying plastic homunculus with no individuality or distinguishing features!"
"Buy our clothes, darling! Become one of us! You'll be so beautiful!"
(original image by Colin Rose, from Flickr, CC-BY 2.0)
So I was wondering why #Twitter embeds have so much trouble with videos and gifs (specifically on #Discord) when #Fediverse services like #Mastodon and #Pleroma do just fine despite not being standardized services.
I broke open a tweet in my web browser's inspector, and this is what the HTML looks like inside. I'm not sure how many layers deep it goes, but it is far, FAR too many.
I'm really impressed with the sheer sense of scale I get from the mapgen in #Minetest. These screenshots were taken in a world built using the v7 mapgen. I found a big-looking hill and put a single water source block at the top. It's astonishing how well this game does water flow.
#Minecraft does have large structures like this but for some reason I never got this sense of awe from them. This just feels GIGANTIC compared to Minecraft, and not just because it's physically bigger.
I'm an aspiring #gamedev who occasionally pretends to be a writer. I believe very strongly in free software and the free market and oppose censorship in all its forms.
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