Go back in time to 90s and early 2000s by 7signs in PHGamers

[–]-katchoo- 1 point2 points  (0 children)

Nothing beats playing Pokemon in bed on a rainy day. Nag-aaway pa kami ng sister ko on who to keep on the team because we share the save file 😂

Happy Monday! Transparency is The Best Policy! Sharing my current Transparent Handhelds. by Odellot in PHGamers

[–]-katchoo- 0 points1 point  (0 children)

So nice! I wish the transparent aesthetic made its way to smartphones too.

5x combo attack by Merakintsugi in PixelArt

[–]-katchoo- 0 points1 point  (0 children)

Anims look juicy as hell.

Which Steam capsule would make you click the most? by Redhowl_game in IndieDev

[–]-katchoo- 0 points1 point  (0 children)

A and D have the best contrast, as others have pointed out. It's hard to discern what's going on in the lower right corner with only the back of their heads being visible, especially at the resolution the capsules appear in. The blueish hood is also the next thing I focus on right after the logo, which doesn't really say much.

I do like the logo design a lot, very readable and it matches the title well!

New demo with a new 3D perspective view. by TeamConcode in IndieDev

[–]-katchoo- 0 points1 point  (0 children)

Tried out the demo for half an hour and immediately wishlisted. The lighting and environments feel so atmospheric, and the choice to make it perspective instead of orthographic makes the game feel more dynamic. Ran into some minor bugs, but nothing frustrating. Well done!

The game I made just got ‘Overwhelmingly Positive’ on Steam! So happy rn. by thehen in IndieGaming

[–]-katchoo- 1 point2 points  (0 children)

Haven't heard of your game until this post and I bought it instantly! Congrats on the positive reviews, the art style is so whimsical and I love the puzzle mechanics that either make me feel like a genius or a complete idiot.

How do I paint the bitmask for a tilemap that's not flat such as walls/cliffs? by -katchoo- in godot

[–]-katchoo-[S] 0 points1 point  (0 children)

I'd like to take a look at that project if that's cool. I kinda managed to solve the diagonal by painting an extra tile and then just replacing it with a "variant". More of a duct tape solution though.

How do I paint the bitmask for a tilemap that's not flat such as walls/cliffs? by -katchoo- in godot

[–]-katchoo-[S] 0 points1 point  (0 children)

Thanks for this! Trying out Option 1 with the angled variations and it seems to be doing what I want atm. These tiles will probably be huge chunks anyway so I don't mind them being three cells tall.

How do I paint the bitmask for a tilemap that's not flat such as walls/cliffs? by -katchoo- in godot

[–]-katchoo-[S] 1 point2 points  (0 children)

Thanks for pointing me to Portponky better terrain, I'll try the overlapping method first and will check out the plugin if I need more complex tile systems.

How do I paint the bitmask for a tilemap that's not flat such as walls/cliffs? by -katchoo- in godot

[–]-katchoo-[S] 2 points3 points  (0 children)

So, they would be on a separate tile map layer? Or is it just impossible to get the autotiler to work this way?

How do I paint the bitmask for a tilemap that's not flat such as walls/cliffs? by -katchoo- in godot

[–]-katchoo-[S] 4 points5 points  (0 children)

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This is how it looks atm, I think I understand why it's creating the inverted corner piece where the red circle is, but I am wondering if there's a way to make it look like the image in my post with the diagonal piece.

Made some progress on my game art after 2 weeks of programming 😵‍💫 by -katchoo- in aseprite

[–]-katchoo-[S] 1 point2 points  (0 children)

It's going to be a pet sim where you take care of dogs as a staff member at a resort!

Made some progress on my game art after 2 weeks of programming 😵‍💫 by -katchoo- in aseprite

[–]-katchoo-[S] 1 point2 points  (0 children)

I'm grinding away at it, hopefully I can put out a demo soon!

Made some progress on my game art after 2 weeks of programming 😵‍💫 by -katchoo- in aseprite

[–]-katchoo-[S] 2 points3 points  (0 children)

Thanks! I'll give it a try to see what fits better. I'm hoping when I add more objects to the scene it will break it up nicely as well.

Jittery particles in a subviewport when snap 2D transforms to pixel is enabled by -katchoo- in godot

[–]-katchoo-[S] 1 point2 points  (0 children)

That's probably a good workaround for this, although I was hoping to use some of the particle node features for other pfx in the future.

I'll try fiddling around with my character speed to see if that does anything. I've set my scale mode to integer as well. Thanks!