i have spoken with the big wigs upstairs and we’ve all decided that screenshots arent just for saturdays any more. lets band together for this moment to appreciate copypasting whatever you just sent to your friends on discord into this thread too :)
(took me forever to find an encoding preset that could get this thing under 10mb lol (sorry about this but you’ll see why)
had to dig my desktop out of the closet actually to get these project files lol. [ran into this tweet that went viral a couple months ago and wondered how well the concept applied ‘in motion’ or traversing through a space. its basically just a screenspace shader that picks different flavors of noise based on sampling the main texture… it also does a bit of ‘warping’ over time further towards screen edges that helps break up the tileset in an interesting way that works well for 1-bit. if you differentiate between screen space, world space, and relative camera space you definitely can differentiate between things given you learn how to study it. i think it could work out as a fuller thing but there are a lot of unsolved questions about pacing, ‘readability’ for level design to sit right.
i’ve been making some portrait art for my friend emcee’s game, “the fable of leshandra”. we recently started slotting a few of my portraits into the game proper, and it’s been very nice to see them in action.
here’s a new set, for a new character,
and here is an older one in-use (a character who is essentially a gamer…)
sorry for double-posting. feeling festive for screenshot holiday again.
june-flower has created another banger tileset for BLANKSWORD, and i just implemented it and built the map that uses it. very happy with the result, overall!
the subpixeling on the animation of those front-entrance dangling chains… completely delectable
also doubleposting is both cool. and funny to me, the moderator
i need to say a few things about y’all’s cool stuff real quick-
@twky really delightful to see this prototype! intriguing visually distorted premise - wondering how the player will come to understand the mechanics of it, but looking forward to more of it >:)
@jamie i haven’t replied to your thread on this game yet, but i know it’ll cut to my core once finished lol. the font inconsistencies, the complete facile-ness and lack of self-awareness of how the quiz handles a serious subject matter - it’s too accurate. i think your satire will be very effective by virtue of how true to reality it is!
sharing a cute little piece of environment for BLANKSWORD i finished, and the insufferable angel who runs it.
A quick shot of the subway level running in Godot. Having an actual real piece of the game running successfully again feels like a milestone.
for non-denominational screenshot holiday today, i’ve brought a big rat to the potluck.
A trap room from later in the game, running in Godot. Getting this far means that I am almost done migrating content from Unity.
very nifty trap-room!
Test walkthrough of a new dungeon tileset. The glowing circuits aren’t true environmental lights (what I’m doing right now doesn’t really support that - maybe next game) but I think it works well enough.
i think the animated textures are way more in line than what you could do with a ‘lighting engine’ for a style like this anyways! also i hadn’t noticed this distance fog effect yet, i think it works very well
A late-game scene. Crossing a hazard floor in search of treasure.