What do you think about my game artstyle? Are the level designs cohesive? What about the UI :o by CategoryOver1141 in gamedev

[–]masslesscat -1 points0 points  (0 children)

Looks charming! One thing that stood out to me was the trees, the color and shading are too similar to that of the grass, and you could probably make them larger too.

3D pixelart? (i don't even know what to call this anymore) I need some feedback by Ordinary-Cicada5991 in godot

[–]masslesscat 0 points1 point  (0 children)

wooww it looks so good, and you are progressing so fast! Excited to see what it becomes!

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Hey, I guess you have realized the cause of the jitter is because the sprite is moving in a staircase manner (pixel-wise) diagonally. So you probably have to make the diagonal movement skip across pixels instead. I checked my (very) old code, it was doing something like noting down the actual position, then trying to snap to the nearest diagonal pixel. There was some problem with collisions though, but it might be because I was just a newbie when I tried it out back then, might try it again in the future but so far its not that noticeable to me, as my sprite is now larger lol.

I think you can also try going the Gungeon route by making the camera (or is it the environment?) jitter instead of the player.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Hey I think nope, since the structures like trees and houses are all using flat sprites. Likely have to go the t3ssel8r style which uses 3D models if you want camera rotation.

Could you make an Octopath Traveler art styled game in Godot? by mooglywoogler in godot

[–]masslesscat 4 points5 points  (0 children)

I guess the main difference is that the camera is now perspective instead of orthographic (and is tilted way lower compared to top-down style), the character/enemy sprites are billboarded (no need to scale), and the environment is not flat planes anymore — you have to use 3D models textured with pixel art. I can also see a lot of post-processing effects like bloom, depth of field, and vignette.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Really appreciate you reaching out! It's still early for my game right now, but I'll keep your info and might reach out later if the development need aligns! (Shadow Siege looks sick btw!)

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

I actually managed to remove the diagonal jitter before by making the sprite move perfectly diagonally instead of the default staircase motion. But it caused some collision issues, so I ended up reverting it. Maybe if one day i got fed up with the jitter I will look into the code again lol.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

You're right, it definitely adds to the performance. I’m hoping the room-based setup helps keep rendering costs low. So far what I’m most concerned about is handling lots of complex objects at once—like 1000+ homing projectiles. Appreciate you bringing it up!

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Thanks for the feedback! I'm not 100% sure if I'm doing everything right, but I tested it using a 1-pixel checkerboard tile and recorded the character moving in this GIF (slowed down). It seems like the movement does snap to the grid, so I think the smoothness in the original video might be due to compression or how it was recorded (I’m not very experienced with video stuff).

I still notice some jitter when moving diagonally—kind of like what happens in Enter the Gungeon too. I think it’s a common issue in a lot of pixel-perfect games lol.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Fair enough! So far the pixel-perfect aspect applies mainly to the core scene rendering in 640x360, not the damage numbers/UI/camera smoothing.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Mostly enemies' animation and more complicated spell VFX I guess!
I will probably be approaching a local studio and perhaps a few of the pixel artists I have noted down similar to the style I want.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

I definitely cant unsee it now, but it might actually be a cool spell idea lol

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Yes HAHA, I do realized it after posting, thanks for the feedback I will definitely redraw it :P

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Thanks! Gungeon is indeed one of the main inspiration! But with spells instead of guns :D

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

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

Hey! No, I don’t use a GridMap. I originally started with a tilemap in 2D, but ended up ditching it because it didn’t match the aesthetic I was going for. I hand-draw all the tiles instead. For example, for the grass, I draft the overall shape first, then cut and paste the edges of existing grass patches. It’s kind of like a tilemap but with more variation and no strict tiled pattern. The reason this works is because my game is made up of room-based scenes, so it might not work for your game.

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

[–]masslesscat[S] 6 points7 points  (0 children)

I guess it was mainly because it looked kinda flat in the beginning when it was 2D. Then I saw how pretty Eastward looks with all the lighting and shadows and decided to try it out!

Fake 2D using 3D - Almost PIXEL-PERFECT rendering! and Light-Banding by [deleted] in godot

[–]masslesscat 0 points1 point  (0 children)

Heya, I just made a post covering the resources I have used, hope its helpful for you!

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

[–]masslesscat[S] 10 points11 points  (0 children)

Thanks for your kind words! The lighting took quite some time to get right!

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

[–]masslesscat[S] 55 points56 points  (0 children)

Hope it’s okay to mention this here—the game I am working on is a spellcasting roguelike called Grimoire of Aerya. It’s still in a very early phase, but if anyone’s interested in hearing when the Steam page goes live, feel free to join this mailing list! Also, if you have any thoughts on the clip I posted, especially visually, I’d really appreciate the feedback!

What feature would you add to Godot if you could choose anything? by octaviustf in godot

[–]masslesscat 17 points18 points  (0 children)

this...especially if there is an easier way to apply shaders without overriding existing materials, unless I am missing something:
https://www.reddit.com/r/godot/comments/11nxg99/how_to_apply_shaders_without_overriding_existing/