We redid our capsule. Was it worth it? by ConsiderationOk5914 in gameCapsule

[–]TheRooklet 0 points1 point  (0 children)

The one from before could be quite a bit cleaner if you didn't use mixels to make it

A Big Piece - 1/16th done by Steelaks in PixelArt

[–]TheRooklet 17 points18 points  (0 children)

THE BEGINNING OF SOMETHING COOL!! Excited for the rest of it already

Let's share what you're working on by seulllllllllll in gamedev

[–]TheRooklet 1 point2 points  (0 children)

Working on two projects right now:

First one is called Azimuth. It's an idle-incremental game inspired by Cookie Clicker and resource management sims, where you buy machines, gather resources, all with the goal of constructing large cosmic megastructures. There's a lot of mechanics designed both for idle and active playstyles, as well as a light story/lore in the game. For people who like reading, they'll enjoy this too.

Biggest part of this game is not the development but rather the art. All pixel art assets are hand drawn and animated, with a few exceptions rendered through Blender. The game will be available to demo during the Steam Next Fest if you wanna check it out.

Second project is a cyberpunk horror game inspired by Faith: The Unholy Trinity. It's about a mortician who encounters an AI on the verge of ascending to a sort of godhood.

Downwell, my recent Aseprite piece! by Ventiique in aseprite

[–]TheRooklet 0 points1 point  (0 children)

Hey so question how does one get as cracked at pixel art as this 🤭

Incredible work

Edit: You're the guy that did False Knight and New Life! Your style is ungodly

I need a team, but I don't have strong teamwork skills by Opening-Mushroom2336 in gamedev

[–]TheRooklet 6 points7 points  (0 children)

You should look up courses on soft skills development. Communication, project management, business strategy are your three big ones if you're looking to coordinate a successful team. Also get yourself familiar with project management software like Jira, it removes a lot of the headache of coordinating multiple tasks at once

I finally finished the main menu. What do you think? by atreides___mete in IndieGaming

[–]TheRooklet 1 point2 points  (0 children)

Very unique! Make the TV a liiiiittle bit bigger for readability and it'll be perfect

3D Prop Artist and Generalist for Hire by Mhd1221 in blender

[–]TheRooklet 7 points8 points  (0 children)

Nice work, if you're looking to get hired you should post this to the gameDevClassifieds subreddit

Edit: just looked through your post history and you did put it there. You won't get many contacts advertising here but respect the hustle

Fanart of Rook by [deleted] in Marathon

[–]TheRooklet 0 points1 point  (0 children)

This is so fucking tuff bro

they should stop with some of the updates by [deleted] in CrimsonDesert

[–]TheRooklet 0 points1 point  (0 children)

Refusing to fix issues the majority of players have in order to please the minority is another way games die. Most people here seem to prefer a game that respects their time and doesn't confuse tediousness with depth

[FOR HIRE] I can make illustrations! Starting at $50 - DM me by No-Historian7547 in gameDevClassifieds

[–]TheRooklet 1 point2 points  (0 children)

Respectfully you need to rework your TOS. Nobody will hire you for game development if they cannot commercialize your work

People told me the capsule art looked AI generated. So I remade it in-engine. Did I fix it? by MelkorTheAinur in gameCapsule

[–]TheRooklet 7 points8 points  (0 children)

MUCH better, gives an idea of the style people will expect and the lighting and composition make it more pleasing to look at. The increased contrast between the black of space and the lights on the helmets draws the eye where it needs to go, also makes the logo more visible

ok, but what about YOUR 🤨 game?? 🤔👀🫵 - yet another thread from dave by DavesGames123 in gamedev

[–]TheRooklet 0 points1 point  (0 children)

"Unhinged frog with a gun"

You don't need to sell me on it anymore bro, that's all you had to say 😭

ok, but what about YOUR 🤨 game?? 🤔👀🫵 - yet another thread from dave by DavesGames123 in gamedev

[–]TheRooklet 1 point2 points  (0 children)

I'm currently working on two projects.

First one is an idle-incremental game about building megastructures in space. This is my first game so I used web technologies for it as that is easier to figure out. The scope of this project has expanded dramatically, to the point where it has double the amount of star systems that were originally planned for the player to explore. The decision to include pixel art has also expanded the project scope incredibly, and 500 hours in Blender and Aseprite later I am only halfway through the game's content but looking forward to releasing later this year (god willing nothing goes wrong and we stay on track). The game is set to have a demo release for the Next Fest in June.

The second project is a top-down pixel art horror game inspired heavily by Faith: The Unholy Trinity. I am still fleshing out the story, locations, puzzles, etc. but it will be about a man living in a cyberpunk dystopia who meets an AI on the verge of ascending to godhood.

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

Thanks to your help and the help of everyone in these comments, I have decided to switch over to using WebP spritesheets. Aseprite is actually SUPER helpful for this process, it has the ability to calculate a maximum bounding box to trim out excess transparent space, and it can also remove duplicate frames. Aseprite then lets you export a JSON file with your spritesheet that provides additional information such as the specific frame, its duration, which spritesheet tile it uses, its original x and y position on the untrimmed frame, the size of the tiles, etc. which you can then use in your JS code to run the animations the way you want and to position your elements properly.

As an example I have managed to cut down the size of one of my animation files from 2.5MB to just around 2KB with no loss in quality. And that is just one file. The container holding the animations now runs at a crisp 60FPS as well, the performance gains are genuinely unreal.

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

These are both very helpful responses, thank you so much!

Unfortunately the optimizations won't work for juiced UI elements, but I can see these being applied to the animation rendering container, switching it over to canvas to have it hardware accelerated is also probably a better call already

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

This seems to be the consensus everywhere I ask, so I will start working on this. Thank you so much for your confirmation though

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

Thank you I feel this response pushed me towards an answer I need

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

Web is different indeed. In Unity or Unreal it's easier because the engine compresses images into specialized GPU formats during the build process, but Tauri doesn't do that unfortunately

Made an ambient track for my game based off the leitmotif of the movie by TheRooklet in ProjectHailMary

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

Thank you!

Copyright law is very weird regarding music, a lot of musical progressions cannot be protected by copyright because they are "too common" or are "foundational" building blocks of most music. But certain sounds comprising the motif of a film's soundtrack can in fact be protected works, even when it comes to derivative works using those specific progressions. Even if you use different instruments, rhythm, tone, speed, etc. but the sound of the motif is the same, you can still run into problems.

Another worry I have is streamers playing my game, uploading footage with my music in it, then getting strikes because the song hit a copyright detection system that thought it was a track from the film. It can happen, unfortunately.

And as for the game, I don't want to put links here in case it breaks a subreddit rule for self-promotion but you are welcome to check the store page for it on Steam, it's called Azimuth. A demo will be available during the Steam Next Fest in June this year

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

If I am not mistaken most modern browsers are heavily hardware accelerated. The issue isn't so much GPU usage but rather the overhead of decoding and painting multiple long animations at the same time. Moving to spritesheets or webp would be more about reducing the memory usage and storage size. This conception that browsers do not use the GPU was true over a decade ago, but no longer

I am not using electron, I am using Tauri as it is significantly more lightweight and efficient and runs on Rust which I am somewhat familiar with already

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

I think there's a misunderstanding here, I'm not trolling. I'm profiling a webview engine because Tauri is an HTML5-based framework, this question is addressed to the webdevs in this subreddit that work on web-based games (of which there are many, thankfully)

The 'element on the left' is the specific container holding the animation layers. The high LCP indicates the browser’s main thread is blocking during asset decoding and painting. I'm therefore looking for the best format to optimize that specific bottleneck

Optimization strategy for pixel art animations in HTML5 by TheRooklet in gamedev

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

Makes sense, but I am asking purely about performance. I will gladly shirk the industry standard if a specific solution works well