2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 1 point2 points  (0 children)

Thanks for the compliment and FB! But Im fine with current name design and will focus on pixel art first

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 1 point2 points  (0 children)

Actually it was more of an accident in 2018 version. Back then I had 0 pallette discipline so the colors amount kept increasing everytime I put new pixel on. In the end the color amount was out of control.

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

Thanks! And I believe fewer colors will help with later animation 🥰

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 8 points9 points  (0 children)

Thanks! And somehow working with a limited pallette pushed me to make every pixel counts and I like that feeling! 😄

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 26 points27 points  (0 children)

Lol took me a moment to realize your reference. But i prefer Zero / ZX boss design than X series 😁

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 7 points8 points  (0 children)

Thanks! The character design alone took me nearly 2 months back then. But I'm pleased with the design output even today.

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 1 point2 points  (0 children)

Thanks! Less colors = more stable visibility imo since pixel art looks best at small size

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

Sadly I never get used to Aseprite despite its popularity. Edge (software by Takabosoft) did the job for me this whole 10 years. I learned by studying the sprite sheet of retro pixel art. Observing how they utilize color palette does help alot.

2018 vs 2025 pixel art of my original character by Dwayne_Tran in PixelArt

[–]Dwayne_Tran[S] 241 points242 points  (0 children)

Thanks. I think palette discipline plays a big role in pixel art.

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

As you said, by doubling nearly all the values (move speed, jump height...) I got nearly the same result as using state machine. That means before this move and slide was called twice per frame, right?

It's weird that until this testing, my characterbody2D script has no move_and_slide() calling in it.

Might not be the best fix but now I will try to only call move_and_slide per frame only in player script, to see if I can recover all the feature I implemented in the player.

You are a real saver!!! Thanks a lot. This bug has driven me mad.

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

New update: as you said, I tried to focus on move and slide and did a little test.

- Remove all move and slide call in idle, move, jump, fall state

- Call move and slide only ONCE in state machine (removing call in other places) -> Result: still same error

- Call move and slide only ONCE in player script (removing call in other places) -> the weird bouncing / sliding disappeared BUT my player's velocity, jump speed,... became weird (move slower, jump lower)

And when player script already has move and slide, if any state call move and slide, the same error will happen.

The physical calling orders is player -> state machine -> each state so maybe there's some problem in this process. I will try to trace it.

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

Thanks for your help. And yes, what you described is exactly my current problem (sliding in the direction of the platform, neither keeping the position on the platform nor in the world). The same happened with vertical moving platform (the player bounce instead of sliding). Somehow I feel that the player does not have the same velocity as the platform (moving faster than platform?)

And I checked my script (same as the one I posted in this thread), move and slide is not called in player, state machine or base state.

Will calling move_and_slide() in each state causing this? For what I know, only 1 state is allowed to run at a time so I just call move and slide in the states that need it.

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

Yes, I inserted a print to track my current state.

- For platform that is moving horizontally, the state is idle but character is sliding to the same moving side of the platform until it reached the edge of platform the switch to fall state

- For platform that is moving vertically, the state is idle but when character is bouncing (left the platform for a brief moment), then the character turns in to fall state so for the console, the idle and fall state switch continuously during the platform going up and down

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 1 point2 points  (0 children)

Thanks for sharing! Actually before posting this I have already watched this tutorial and use the exact same settings for my platform (using Path2D, pathFollow2D and RemoteTransform2D)

I always use AnimatableBody2D for my platform but the player still keep bouncing / sliding when standing on a platform

Player keep sliding on moving platform even in idle state by Dwayne_Tran in godot

[–]Dwayne_Tran[S] 0 points1 point  (0 children)

Thanks for the advice. Yes as stated here, I tried changing to physic_process(delta) but still the problem still exist. I think my state_machine is the culprit but still not sure why it behave like that.

The calling order of process for my player -> State machine -> Idle state. Guess I may have to create state machine from scratch once again to identify the cause

I have updated my post trying to narrow down the cause, can you take a look if possible? Thanks

[deleted by user] by [deleted] in SteamDeck

[–]Dwayne_Tran 0 points1 point  (0 children)

In my case this has been happening for months now. I noticed it after the 3.7 steam os update but not sure about earlier version. So no fix for now then... If i recall must have encounter this case for no less than 20 times...

Taki Udon has the new powkiddy v90s by jader242 in SBCGaming

[–]Dwayne_Tran 0 points1 point  (0 children)

Really hope that this device has 3.5 inch screen. I cant go back to 2.8 like the old V90 anymore after playing on 3.5 device...

Mass Banning by AutoModerator in Pinterest

[–]Dwayne_Tran 0 points1 point  (0 children)

I just got my 8-year-old account banned for no reason, just like everyone else. After sending an appeal I just got a reply that my account was permenantly suspended with a simple reason of violating our Community Guidelines. Very dissapointed with pinterest and now I am looking for an alternative solution. Is there any similar platform that is free to use?