posting my old pixel art day 13
made in 2021
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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Little animation of my boi mochi, He's laughing at you hehe
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I'm honored! i got to do a collab with my friend Emimi! we drew a junheca picture together.. their hecatia is so cute.. :)
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yakumo ran from touhou project 7 (and several other games)
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In New Super Mario Bros. U/Deluxe, Mario will keep sliding as long as the ground below him is sloped downward, even if he passes a point that raises his elevation by a small amount while doing so. The result of this, as seen in the footage, is that Mario can keep sliding indefinitely as long as he is sliding on blocks that are slightly tilted in the direction he is sliding.
The blocks can be arranged in such a manner that they collectively create an upward slope, but as long as each individual block is sloped to the right, Mario treats it as a continuation of a downward slope.
Main Blog | Twitter | Patreon | Small Findings | Source: youtube.com user "Rimea"
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this is what super mario would look like in 2018
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The Nichijou voice actors in costume.
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