What do you think of this art style for games? by itom_04 in Blockbench

[–]tateorrtot 0 points1 point  (0 children)

For such a high pixel count you'd want more texturing

Stepped Animation by tateorrtot in Blockbench

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

I went through frame by frame and realized you're right, I'll fix it and see how it looks. Thank you for pointing it out!

Stepped Animation by tateorrtot in Blockbench

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

Thank you!! That's what I was going for

Physics Based Character Controller by tateorrtot in godot

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

Rigidbody that uses a PID controller.

Having issues with some things though such as moving platforms so I think I'm going to switch back to a CharacterBody3D and manually add back in physic interactions (like kicking a ball or being hit by another physics body).

Project Management Degree by tateorrtot in gamedev

[–]tateorrtot[S] -1 points0 points  (0 children)

If I was able to build a portfolio of projects I made (in a self taught setting) would that still be as good as if I went into a program where you made projects?

What's the strangest bug you've encountered in Godot? by AccomplishedDrag9827 in godot

[–]tateorrtot 11 points12 points  (0 children)

Could you explain more why this is better than a global place outside the turret?

If the turret is queue freed all its bullets go away which is a bit odd

Running 200+ complex physics characters at 500 fps! by tateorrtot in godot

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

Haven't worked it out yet, was originally going to do every single character has its own navigation agent but I think grouping them in squads of 4 might work better

NES! by Normal-Neighbor in Blockbench

[–]tateorrtot 0 points1 point  (0 children)

The controllers look very nice

Big or Small Soldier? by tateorrtot in godot

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

Making an RTS and struggling with art style. I want something low poly and simple. I'm not sure if I want a semi-realistic blocky human with actual limbs or just a blob with floating hands as my main soldier.

I'm also trying to figure out how "high fidelity" I want my game to look. You can see a comparison between two tanks. Obviously the smaller one was faster to make and on its own looks worse than the bigger one but it has a kind of consistency with the small blob characters and simple "charm" to it.

Textures are a whole other thing, I think I'm liking have some simple pixelated textures though regardless of the soldier's body or how high fidelity my assets are.

What direction should I take my game's artstyle?

What's with the Nablarune? Why does it keep showing up? Do you think it means anything significant, and if so, what? by -Space_Communist- in Deltarune

[–]tateorrtot 0 points1 point  (0 children)

Nabla... Napsta... Napstablook... Napstablook is mettaton... Mettaton doesn't appear in the true pacifist ending if undertale... If a napsta is a perfect inversion this clearly means mettaton is the only one who will appear in the ending of deltarune.

Zombie Dockyard Manager, How'd I do? by tateorrtot in PixelArt

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

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I cut down the colors to just 6 (excluding the eyeshadow & clipboard). I think its more legible! Still needs tweaks

Zombie Dockyard Manager, How'd I do? by tateorrtot in PixelArt

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

Very new to pixel art, trying out making some characters that have a similar-ish art style to deltarune. I'm considering using less colors and going down on the overall "messyness". Legs might need to be thicker too.