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(+1)

very nice. how do you get the sharp pixels?

thank you! You can set very useful options for that in Godot. I drew everything on a 160 x 90 pixels canvas and set up the game to have this size as well :)

Godot and Unity seem to be capable of doing that quite effectively. I guess they use 2D based on 3D decals with texel interpolation off. I did 2D by drawing 320x240 and scale the canvas up 3x, but it blurs it. I love the parallax in level two, such powerful colors.

As far as I know, Godot uses "pure 2D" unlike Unity. But I am no expert in this regard^^ Apparently it's "easier" to build pixel art games in Godot than in Unity. And yes, in Godot is a feature to import all sprites in "true 2d pixel art" to get rid of compression :) Which engine did you use for your project? Thank you! The color palette however, is from lospec.com :) I use it quite frequently ^^

That wasn't an engine per se. In the past I've been coding in Blitz3D, recently I wrote a converter for the 2D part using the JS 2D canvas. I guess scaling the canvas is just the wrong way. I also code in JS, but it's so picky,  development in the Blitz3D IDE is much faster, which is why I went that way. I got Godot installed, but I usually having a hard time with Scenegraph hierarchy based editors, as I prefer entity component systems.

Have you tried Phaser2D? I use it sometimes since you can build super fast web games with it^^ I have never heard of Blitz3D but it looks interesting. Luckily, different types of engines and frameworks are abundant these days ;)

I think I once tried it few years ago. Recently I really enjoyed to write my own engine, as HTML5 makes it so easy - except for CORS and no-user-interaction restrictions. You can't just play a sound these days, or lock the mouse. The user must click something before, otherwise it's blocked. 

(+1)

This is really some next level stuff :D I am just happy I can use an engine to create whatever comes to mind ;))) Huge respect for that!