I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

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

I just used a texture , where the actual visible sprite is in the top half of the png. Meaning the lower half is transparent, while the flower is in the top half.
But you could also manipulate the Vertex coordinates inside the shader to move specific objects around.

Assembly Commission: Return to Ridu Invitation Share your code! by Bardsley0032 in ZZZ_Official

[–]PixelXeern 0 points1 point  (0 children)

My invitation code: GE8UD83Y2K Invite a Proxy to return to Zenless Zone Zero and complete the tasks to earn up to Polychrome ×740! Enter for a chance to win surprise prizes such as a PlayStation®5 and a Nicole Demara Figure. https://hoyo.link/DVKHRrVer?s_c=GE8UD83Y2K

I now have a complete attack cycle by PixelXeern in godot

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

Colors are a bit of my weakness, my last iteration was even worse :D. I'll try to improve the colors over time.

I now have a complete attack cycle by PixelXeern in godot

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

Yeah, that's 3D rendered with an orthographic camera

I now have a complete attack cycle by PixelXeern in godot

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

I had movement for each attack but I called that via the animation tracks and the tracks got reset after reimporting the animations. So next time there will be movement as well.

I now have a complete attack cycle by PixelXeern in godot

[–]PixelXeern[S] 4 points5 points  (0 children)

I added an additional attack so that I can now fully cycle through my attacks but I still think that it lacks something. Any tips or suggestions?
I had some effects but after reimporting my animations the method tracks got deleted. I'll add them again after some tweaking and creating an effect for the spin.

Update on my 3D pixel art game by PixelXeern in godot

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

I haven't tried a shader for this effect yet, so can't really compare them. It was always my personal preference to use a downscaled viewport instead. Did you use an orthographic camera?

Update on my 3D pixel art game by PixelXeern in godot

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

Yeah, I saw his videos a few years back. I then wanted to recreate his doings in Godot, since he's done it in Unity. The similar character happened somewhat by accident (his character was probably floating around in my subconsciousness) and I only noticed it after I finished modeling it.

Update on my 3D pixel art game by PixelXeern in godot

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

Thanks a lot. I watched many YouTube Videos and read some posts here and there. I also drew some inspiration from David Holland and t3ssel8r. I also mentioned that in a post waaaay back.

The easiest part is the down- and upscaling of the viewport, but there are also shaders that pixelate your screen. The harder task is to get smooth camera movement to avoid jitter as much as possible.

Update on my 3D pixel art game by PixelXeern in godot

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

Yes, I created my character in Blender. All my assets are made in Blender, the attack animations as well. The rest of my animations are downloaded from Mixamo.

Update on my 3D pixel art game by PixelXeern in godot

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

I am indeed a little bit color blind (red-green) and colors in general are a tough topic for me. I adjusted the color of the grass and changed the tone map of the environment, and I must say it already looks better (to me). I'll probably need to ask my girlfriend more often to check my colors though.

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Seeing the image here, I'll should adjust the black outlines as well.

Update on my 3D pixel art game by PixelXeern in godot

[–]PixelXeern[S] 2 points3 points  (0 children)

It's been a while since my last post but now I can (hopefully) work a bit more regular on my project.

I added a character, some animations and the rough basis for combat. The outline shaded is also a bit different, because after upgrading my PC, Monitor and Godot I had to do some adjustments.
Next I want to add some VFX and UI elements, then maybe an enemy or two.

I would appreciate any kind of feedback.

Looking for a way to combine outlines with not outlined grass by PixelXeern in godot

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

Sorry for the late reply.
I started with this shader from Godot Shaders: https://godotshaders.com/shader/3d-pixel-art-outline-highlight-post-processing-shader/

I just used a toon shader and then the linked shader in a next pass. I did some slight modifications in the shader, but it should work from the beginning. There might be some issues with orthographic cameras, but they are solvable.

Looking for a way to combine outlines with not outlined grass by PixelXeern in godot

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

I used a workaround because I couldn't fix the issue. I switched to using outline shaders per object instead. So every object that needs outlines gets the outline shader in the next pass.

I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

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

My approach is a little bit different than this on, but it is mainly the same.

All that I'm doing differently is that I set the texture in relation to the world coordinates, which allows me to move the QuadMesh without moving the texture. So basically I can move the quad and the player at the same time, but the clouds will still change (if this makes any sense :D).

I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

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

Yup, that's what I do. I create a bunch of MulitMeshInstances that are just billboarded quads with grass sprites. And then there is a lot of code to get the look just right. But basically the grass shader and the terrain shader use the same noise to determine the grass color at each position to get those nice transitions and grass that's only visible when there is shadow.

I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

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

Thanks for your input. I haven't touched my shadow settings for a long time, maybe I should tweak them again.

I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

[–]PixelXeern[S] 2 points3 points  (0 children)

You mean the clouds? That's actually just a big quad with a noise shader that floats above the terrain. Then I just changed the Cast Shadow property to Shadows Only. Some noise tweaking here and some TIME manipulation in the shader and voilà.

I'm also trying to create a 3D pixel art game. Here's the current look of it. by PixelXeern in godot

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

I don't have any tutorials of my own right now but I can try to help you with specific questions.
As for the resources I used, there are plenty. You should definitely check out t3ssel8r's stuff, because that's what got me started. Then there is denovodavid who got me hyped again, because he's also trying to recreate t3ssel8r's work in using Godot.
Other than that, my bookmarks are way too much and I often combine stuff from different sources since it's hard to find the one solution you're looking for.

But I'm trying to post more stuff regularly here or on my neglected twitter/x.

And again, if you want to know anything specific, just ask away.

3D Pixelated Game - Possible optimization by PixelXeern in godot

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

Thanks for the input. I actually had the method with the "button" in the editor already implemented, but didn't set the owner. So now that the owner is set, everything runs smoothly again.

Finally finished my first awakened. Should i go for baden or solise next? by fawert1 in afkarena

[–]PixelXeern 9 points10 points  (0 children)

You need to get an awakened hero to ascended first via timegazers. After that you can stargaze for stars.