Added a new snowman and a gumball & candy cane fence.
Like how can now make the boundary walls partially transparent and see the background behind them. Think can only use this on the outer walls..
AI is a big help with making the artwork. That's the part that is hard for me...
Found that the keywords "pixel art" and "sprite sheet" helps make the low res stuff needed here.
Wanting to get an actual playable thing going by Xmas. Think will start with stationary snowmen that through snowballs and player throws snowballs back.
Just something simple to get points on the board...
On the technical side, thinking that could easily have double resolution art for walls and sprites that is used when they are close. This increases demand on PSRAM a bit, but think that'd be OK. Right now, these things are drawn double pixelled when close. So, the size and P2 cycles need is basically the same for the close things in low res or high res.
But, going to save that for another day. Sometimes simplicity might be better than visuals...
Neat, nice quick way to generate artwork for games. Do you need different mipmap levels for these graphics textures as well in your 3D engine and if so is that easy to generate yourself from an original higher resolution texture?
Comments
Make it foraging rats and you won't get any complaints.
And give them big fangy teeth too.
Or wind-up toys have escaped, and you (one of the elves) has to run around and collect them so they can be delivered.
Maybe giant angry snowman throwing something...
That could give kids bad dreams!
Added a new snowman and a gumball & candy cane fence.
Like how can now make the boundary walls partially transparent and see the background behind them. Think can only use this on the outer walls..
AI is a big help with making the artwork. That's the part that is hard for me...
Found that the keywords "pixel art" and "sprite sheet" helps make the low res stuff needed here.
Wanting to get an actual playable thing going by Xmas. Think will start with stationary snowmen that through snowballs and player throws snowballs back.
Just something simple to get points on the board...
On the technical side, thinking that could easily have double resolution art for walls and sprites that is used when they are close. This increases demand on PSRAM a bit, but think that'd be OK. Right now, these things are drawn double pixelled when close. So, the size and P2 cycles need is basically the same for the close things in low res or high res.
But, going to save that for another day. Sometimes simplicity might be better than visuals...
Getting good walls in the theme from Midjourney...
Neat, nice quick way to generate artwork for games. Do you need different mipmap levels for these graphics textures as well in your 3D engine and if so is that easy to generate yourself from an original higher resolution texture?