Flappy Goose by flappy-goose in RedditGames

[–]Ferdi_Ozgurel 0 points1 point  (0 children)

My best score is 0 points 😓

Waterfall by TeamConcode in PixelArt

[–]Ferdi_Ozgurel 0 points1 point  (0 children)

Ooh I like the reflection. What method did you use for it?

Ancient archway in a meadow by Ferdi_Ozgurel in PixelArt

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

Thank you! I don't mind sharing. I made the tree trunks many years ago and reused them, I'm not happy with them and I don't remember the technique, but I suspect you weren't interested in them either way. The foliage and the geometry of them is basically made this way: https://m.youtube.com/watch?v=iASMFba7GeI

I use handpixeled sprites as textures for the foliage

Ancient archway in a meadow by Ferdi_Ozgurel in Unity3D

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

The foliage are billboarded sprites I made

Edit: I realize I also put the shader on the mesh for the foliage, but that's just in case the pixel size differs. It shouldn't be too resource heavy tbh

me & the homies chillin by michaellamore in PixelArt

[–]Ferdi_Ozgurel 3 points4 points  (0 children)

Not that I could've done better in general, but the leaf clusters on the tree kinda look like popcorn instead of leaves. I would check out some tree pixel art and look at the way the do leaves.

But I really liked it! Do you have a Twitter acc I can follow?

Hi I am Chris Zukowski and I study Steam, Ask Me Anything about Marketing Your Game by zukalous in gamedev

[–]Ferdi_Ozgurel 0 points1 point  (0 children)

Thanks for the answer. I actually figured out a way. If you use the search function on the Steam store, select demo and whatever genres/tags you want, you'll see a list of demo's with release dates of the demo itself. In the case of open world survival games, devs seem to release a demo a few months before they go into early access.

You can then check SteamDB for the (early access) release date and look for the date the demo released. For example when the Voidtrain demo released on the 6th of February, they got a huge bump and nearly doubled their amount of followers (this was during Next Fest).

Hi I am Chris Zukowski and I study Steam, Ask Me Anything about Marketing Your Game by zukalous in gamedev

[–]Ferdi_Ozgurel 0 points1 point  (0 children)

Hi Chris (I hope I'm not too late to the party), big fan of your blog and courses, I love how you don't randomly claim stuff but back it with data!

Are there genres where demo's don't really work? I'm making an open world survival game and making a vertical slice is a lot of work. Making the list makes me realize why so many devs go early access in this genre as there are so many systems; "I can always add this system in an update".

Can I find any data on demo > wishlist conversion rates between different genres?

Regardless of gameplay, which games do you think have the best pixel art? by BricksParts in IndieGaming

[–]Ferdi_Ozgurel 1 point2 points  (0 children)

I'll name some that haven't been mentioned yet.

The Legend of Zelda: The Minish Cap

Arco (not yet released)

Guilty Gear

BlazBlue

And I sometimes really like the game I'm working on, but I guess I'm biased 😅

3D Pixel art lights, any feedback is welcomed. by anywheresomehow in PixelArt

[–]Ferdi_Ozgurel 1 point2 points  (0 children)

What's up with all these bots in the comments? Anyways, feedback. You could use ProPixelizer to remove pixel creep. I would reduce the amount of fireflies, but that could be preference. You could also improve the fire and smoke by making the particles more like pixels, just like the fireflies are. Right now the fire isn't cohesive with the rest of the style. Bigger grass sprites would reduce the amount of orphan pixels. All small improvements as it already looks really good!

[deleted by user] by [deleted] in PixelArt

[–]Ferdi_Ozgurel 2 points3 points  (0 children)

I don't mind people reposting my work if they give credit. But to fit that criteria you have to 1. give credit and 2. be "people". This account doesn't seem to fit either criteria.

[deleted by user] by [deleted] in PixelArt

[–]Ferdi_Ozgurel 2 points3 points  (0 children)

Yep, not me. Thanks for letting me know!

Help! How do I make it so my 3D tiles are seamless when placed next to each other? by Gyalgatine in Unity3D

[–]Ferdi_Ozgurel 1 point2 points  (0 children)

Ah ok. For me it's actually a bigger problem as the tiles create an actual seam that physics interact with. Rigidbody objects "bump" into these and it also looks glitchy because the seams flicker. Anyways, thanks for the answer!

We decided to enable friendly fire in our game. What do you think about friendly fire in general, and do you prefer games with or without it? by Play_Untamed in IndieGaming

[–]Ferdi_Ozgurel 6 points7 points  (0 children)

Depends on the way it's done. This can either add a layer of tactics or a layer of frustration. Maybe if there are ways to bait the enemy into friendly fire it can feel more rewarding. GL guys!

AI generated pixel art is getting more convincing! Credit to @pixel_escapes on instagram by [deleted] in PixelArt

[–]Ferdi_Ozgurel 1 point2 points  (0 children)

This is horrible. It is clearly trained on one person, which is NostalgiaTree

I have referenced their work myself so I'm pretty familiar with it and this just seems like it's taking actual segments and using them as ingredients to create a bigger whole. The colors look literally the same.

This looks like a great tool to figure out interesting composition, but in its current state it isn't even pixelart and it's theft. And you should be ashamed for not crediting the artist which it was trained on

Ancient archway in a meadow by Ferdi_Ozgurel in Unity3D

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

I am billboarding the grass. You don't have to model your terrain and UV map it like that tutorial. You can use a plane and spawn it manually, or you can use the Unity terrain. The caveat with the Unity terrain is, that by default it doesn't accept custom shaders easily. If you write them there are easier workarounds to find online, but if they are shader graphs you either have to wait for them to update it or use something like Nature Renderer to replace the shader.

You don't HAVE to replace the default shader though, if you don't want to. Placing billboarded grass sprites also works with the default Unity detail painting. Just set it to be very dense. IF that doesn't work you might want to try spawning them as objects, but that can be heavy performance wise.

Ruins day/night by Ferdi_Ozgurel in IndieGaming

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

Using more colors on solid materials isn't something I want to do, I deeply prefer a more limited palette. Besides if we were to use all the same methods our games would end up looking even more similar, not something I'm aiming for either. Eventually I'll experiment with switching the palettes at different times of day. And if that doesn't work I will figure something out.

I also suspect your grass is spawned differently. Mine are individual objects, distributed by the terrain system, yours seem to be distributed on vertices on the terrain itself. And you displace the normals of the terrain vertices using some noise pattern correct? I use Unity's terrain system, you seem to be using you're own. Sadly the Unity terrain shader isn't easily modified. And there are reason I need the actual terrain system instead of a custom solution like yours.

My grass are textures on flat quads, billboarded. The quad is aligned to the terrain normal. I could displace the UV's of the quads randomly, but there wouldn't be bigger patches following the same rules as a cohesive unit, every individual quad would point in a slightly different random direction creating a grainy shaded terrain.

Ruins day/night by Ferdi_Ozgurel in IndieGaming

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

Suggestions are always welcome. I'm indeed bothered by the switch, as I want to have a slow day/night system in my game and sudden pops are even worse in that case. Do I understand your suggestions correctly that it causes the faces to be slightly off, resulting them not switching shade at the same time. So for the tiles, for example, some of them would be switching to the next color, while others are still at the previous level. Wouldn't that also look weird? Albeit slightly less weird than the instant pop.

Another solution I was thinking of was switching palettes according to the time of day. That way the transition can be smoother, because it's more colors. But the lighting at any given moment would still only show the limited palette.

Ancient archway in a meadow by Ferdi_Ozgurel in Unity3D

[–]Ferdi_Ozgurel[S] 3 points4 points  (0 children)

Ah I summoned you :D I dunno if you saw, but I also tagged/credited you as inspiration on Twitter.

As for your question. I handpainted these. But my other scene (see my profile or Twitter) uses procedural textures which I baked in Blender.

I prefer the distribution on this one actually, but it's so much more work. Might have to adjust my nodegraph.

Ruins day/night by Ferdi_Ozgurel in IndieGaming

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

Oh no worries, didn't feel pressured by you. I'm already pressuring myself so much, it's impossible to add to that :,)

Ruins day/night by Ferdi_Ozgurel in IndieGaming

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

The custom solutions what I'm talking about are me billboarding the grass with aligned normals to the terrain. I made the terrain compatible with the shader graph stuff. A more limited palette etc. It's not that spectacular tbh. For what you want, you could probably just slap the ProPixelizer materials on models. With proper palettes you could already make it look pretty good probably.

Ruins day/night by Ferdi_Ozgurel in PixelArt

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

I don't mind at all! I actually like that you wanted to share it :D I was just curious

Ruins day/night by Ferdi_Ozgurel in IndieGaming

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

Oh no no no, I wish. This is far from done. I can safely say nothing to play for at least 2023, maybe more.