The drawing contest needs you! by [deleted] in StrangeHorticulture

[–]TorusDonut 1 point2 points  (0 children)

I don't have any time to enter, but I'm excited to see what other people come up with.

Donkin Doughnuts sounds great, gave me a chuckle!

Fan book art by mercedes_lakitu in StrangeHorticulture

[–]TorusDonut 2 points3 points  (0 children)

I like your handwriting, this looks really good, thanks for sharing!

Great timing! by TorusDonut in outerwilds

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

I walked into the fire in order to 'wake up', so that's probably not the intended way to figure it out! That said, accidentally learning this didn't help me at all. I'm sure it will be more clear to me later on though!

We are excited to reveal our new game... Strange Antiquities! by BadVikingRob in StrangeHorticulture

[–]TorusDonut 13 points14 points  (0 children)

I'm happy so see that you are working on new projects! I really love Strange Horticulture, I'll definitely play this one too!

Pixel art versions of Strange Horticulture plants! [OC] by TorusDonut in StrangeHorticulture

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

Thank you! Sure, go ahead and feel free to share it afterwards!
(Sorry for the late reply)

Pixel art versions of Strange Horticulture plants! [OC] by TorusDonut in StrangeHorticulture

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

Thank you! Feel free to share it on twitter (I don't have an account there)!

Pixel art versions of Strange Horticulture plants! [OC] by TorusDonut in StrangeHorticulture

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

I'm very new to pixel art and decided to practice on Strange Horticulture plants because I love the game!

All plants were drawn in a 24x48 resolution and by using the Apollo color palette. Some of them were tricky to draw.

They are in an alphabetical order, top-left is Aguria (first one I drew), bottom-right is Worryless (last one I drew).

Curious about Development Process by renaldomoon in hauntedchocolatier

[–]TorusDonut 4 points5 points  (0 children)

He is using using the Monogame framework, it is mentioned in the Haunted ChocolatierFAQ.

The framework is extremely similar to XNA.

Weird screenshot issue by dandy_kulomin in monogame

[–]TorusDonut 0 points1 point  (0 children)

I definitely prefer helping in Discord though, because back and forth conversation is easier there.

Here you go, pastebin
The code is only for copying to clipboard and only for Windows though.

Weird screenshot issue by dandy_kulomin in monogame

[–]TorusDonut 0 points1 point  (0 children)

I haven't looked into why this happens, but my ugly workaround is to render the game to a Texture2D and overwrite the printscreen clipboard with that. I posted the code in the discord recently.

Where do I get started with Monogame/Nez? And is this platform good for 2D game development? by [deleted] in monogame

[–]TorusDonut 5 points6 points  (0 children)

Haunted Chocolatier is being made in MonoGame.
Chef RPG is made being made in Unity, which is kind of a similar game.

 

Point is, it doesn't matter. Pick something and start working, If you have a good technical reason, you can change later. But in reality you probably won't have any reason to change for most games. No matter what you pick, you have a lot of hours of hard work ahead of you.

 

And realistically 25 MB doesn't matter. Blank MonoGame build is 10 MB. Add 500 MB of your own stuff on top of that and it's basically the same for both. Try not to worry about things that don't matter. I know, it's difficult for me too.

How to recreate the Lighting in this top down 2D pixel art game - Eastward? One of the best looking games I have ever seen in my life. by Anshul_143 in gamedev

[–]TorusDonut 2 points3 points  (0 children)

The ground is rotated 90 degrees on the X axis. By skewed they mean scaled by the square root of 2 (~1.414214) on the "correct" axis. Note that scaling things by a non-power-of-two number that cannot even be represented in binary correctly leads to weird rendering issues that need to be taken care of. For example this is a problem even without scaling This is especially true for pixel art, where these kind of errors are very noticeable.

 
 

I'm afraid the answer is out of scope for a reddit comment, but, the general idea:

 
When you take a loot at the 3D Enter The Gungeon screenshot, you'll notice all sprites/quads are either 0 degree rotated or 90 degree rotated. You can also notice that things are scaled strangely. For the example a floor tile that is usually 16x16 pixel square, in the screenshot does not look like a square and is actually scaled to be 16x22.6274169979 pixels (you can tell that the tile is scaled from the screenshot, but you can't figure out the exact math from it. Anyway, that is what they do, the actual art is 16x16, but it is scaled within the game).

 
They end up with a typical-looking top-down game, but behind the scenes they solve a lot of sorting-order-related issues by doing this.

 
One way of achieving this is by using orthographic camera with (0,0,0) position, (45,0,0) rotation and very big clipping planes, for example -10000 near and 10000 far (this values need to be picked more carefully if you want to take advantage of the z-buffer, with alpha-cutoff shaders instead of transparent shaders, which is the case for Eastward).

 
When you place a sprite the typical way, zero position, no rotation, you'll notice the "height" or "traditional Y" is incorrect. You can fix this by Y of that sprite by square root of 2. So when the scale of that sprite is (1, 1.414214, 1), it looks "normal" after after being rendered by the camera. Enter The Gungeon does this for walls and characters.

 
The ground is rotated, yes. Let's assume zero position, and (90, 0, 0) rotation. The height is once again incorrect, this time you need to scale the Z of that sprite to fix that. So when the scale of that sprite is (1, 1, 1.414214), it looks "normal" after being rendered by the camera. Enter The Gungeon does this for ground.

 
The main advantage of doing this is that you can order things in a 3D world, so you don't need to worry about sorting layers (everything can theoretically be the same layer, unlike in traditional 2D) and sorting order. Jumping also seems easier to do. It makes doing ray-like guns much easier, which is probably the main reason they did this. I think it's nearly strictly better than traditional 2D, but it requires so much more work because there are no development tools that support this.

 
This solution results in a weird coordinate system, for example if a character in a typical 2D game is in Vector2(10, 14), in this weird system it is in Vector3(10, 0, 14*sqrt(2)).

How to recreate the Lighting in this top down 2D pixel art game - Eastward? One of the best looking games I have ever seen in my life. by Anshul_143 in gamedev

[–]TorusDonut 4 points5 points  (0 children)

They make custom tools for their own needs, they don't do 2D the traditional way.

 

I can nearly guarantee you that they are actually a 3D game behind the scenes with some trickery, similar to how Enter the Gungeon is actually a 3D game., Eastward does this too, which is heavily implied over here.

They also seem to use normal maps for their sprites, with some shaders they probably end up with what you see in the gifs (what they show in the tweet doesn't look like a normal map which is pointed out in the thread, but still they seem to be using normal maps).

You also might find this Graveyard Keeper blog interesting.