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Mrmo Tarius

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A member registered Feb 12, 2018 · View creator page →

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Yes! Your method results in a duplicate material that still uses the original node sub-groups. You could go through every group and make them unique, but it's not really feasible, so:
The quickest way I can think of is just appending the display and material from the MRMO-CRT .blend project into a new project, as many times as you need; this would create "proper" copies of the material (with its name ending in .001, .002 etc) with the subgroups properly copied.

Thank you very much! What format should the font be in? I'm thinking of separating the font(s) somehow for easier access, also looking at possible ways to convert them to .ttf :)

Thank you very much! I'll update it with the x3 upscaled version soon :D

How should I go about making them?

Thanks a lot for the feedback, I'll be sure to incorporate canvas customization in the updated version :)

Hi! Thank you very much for your support!

You can change the canvas texture, there's a few steps you'll need to follow:
First, change any area to the "shader editor", and select "Canvas" (the first slot) in the material slots.


Hit "home" on the keyboard to center the view on the nodes, select the "CanvasMat" node group and hit "tab" to enter the node group.




Within the node group are two texture nodes marked "Ambient Occlusion" and "Normal". These are the textures that define the canvas material.



You can remove the pre-defined textures from these two nodes via the "X" button, and load in any two matching "color" and "normal" textures you want.

I'm working on an update for MRMO-STITCH, and it would probably be a good idea to make this process more streamlined and accessible for the updated version!

Hope this helps!

Thank you! I'm using several palettes! Here's some of my favorites:
DB16 and DB32 by DawnBringer
AAP-64 by Adigun A. Polack
Poly32 by polyphrog

I also often use the Commodore 64 system palette, as well as a few that I made myself, like Goblin22 :)

Very nice! :D

You can use an image sequence or video as input, Blender will happily render out an arbitrary number of frames :)

Oh! Sorry, the "fiber instances" noodle needs to be connected, haha :D

Also, disabling the compositor nodes (change any area to compositor, then untick "use nodes") should help get rid of unwanted alpha overrides:


Could you please clarify what you mean by batch export?

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Hey! It's possible with a slight modification of the process.

First, you need to set the "transparent" option for "film" properties (so that the world background color is ignored and set to transparent);

Then you need to navigate into the "CSLayer" node group by selecting it and hitting Tab;

And finally, you need to cut or disconnect the three noodles that join the canvas to the stitches (hold CTRL and drag with right-click to quickly cut stuff);

I might implement an easier way to do this in the future, once I've finished the update I was working on :)

Hope this helps!

Uh oh :D :D

Hello! MiniAdventures isn't included in Tidbits, you can check out the list of included tilesets here :)

Hello! Probably the easiest way would be to use the charset with Playscii- that's how I'm creating textmode stuff all of the time :)

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Thanks a bunch for your support! I'm glad you like this project :D 

Yeah, both exposing the crumple node (that is, making it easier to accept custom textures) and using displacement to modify the geometry in Cycles would be possible! Currently, you can get to the textures by digging into the main node group :)


Well, MRMOTEXT is basically this but at 8x8 and with way more characters :) 

Microbe was mostly done as practice, to see how low in resolution I can go while keeping a decent amount of details; I'm aware that 8x8 and 16x16 are much more practical for use on existing hardware/consoles, and I'm planning a 16x16 tileset or three in the future!

I have absolutely no way of enforcing these licenses, so I'm not really sure how effective they are in the first place.

That's a feature I can definitely try and implement :)

Thank you! It's a custom lcd "emulation" process I'm developing in Blender :)

Thanks! I made a little virtual display setup in Blender for this :)

Hey, thanks!
I tried to "trim" the tileset to include as many different tiles I could, there's some tiles that have horizontal/vertical flipped versions or rotations included for convenience (some diagonals, "border" tiles etc), but yeah it's optimized for a workflow where you quickly pick foreground/background color and a tile and just place them on the canvas; I mostly use Playscii for this as it's the most convenient for me.
I just released Microbe-2, which is sort of a MRMOTEXT-lite, using 6x6 tiles instead of 8x8, but using the same "shapes and details" philosophy. It's free, go take a look!

This is basically the perfect GB/GBC game. I love it!

Weird, works fine for me on Firefox 124.0 and Edge :/

Oh dang this is great :D

Thank you very much :)

Thank you very much! :D

MRMOTRON DMG is a Blender based process that aims to replicate the "feel" of vintage liquid crystal displays.

https://mrmotarius.itch.io/mrmotrondmg

The idea behind MRMOTRON was to provide a way to easily visualize the appearance of art, games and other visual content on what is as close to an "authentic"-feeling, "physical" display as possible. It can also be used for creating unique-looking art, promoting retro handheld games, or just being able to easily check what your photos or art would look like if displayed on a vintage liquid crystal display!

I worked on this one for a LONG time, trying to make it accessible for anyone, not just people who are Blender-savvy. Most of the settings are in one "control panel", including lights and camera animation :D

Thanks Chris :D

Thank you!

It is a joy working on these! More to come soon :D

Thanks!

Hey! I'm making this with GB Studio, so it's already capable of running on a real GBC :)

If I manage to make something playable, I'll release the rom here :)

I added health pickups to help avoid dying! :D

It is! I am just using the default player physics/controls, I will definitely mess with the variables to try and make it feel better :)

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*edit* apparently, my tax info was validated! Fantastic news, cheers! I'll be sure to pay more attention to stuff like this from now on.

Hey! I know that it's not exactly by the rules to ask about this here, but I've had my tax info validation status as pending validation for quite a while (and as the result, my payouts probably also got stuck) since I had to re-take the tax interview, and I think it's due to a mess-up I made with my itch account registered e-mail address (it's a Gmail address, and I didn't include the dots! Not very smart!).

I guess my reply to the mail instructing me to re-take the interview was ignored by the support system due to the sender e-mail address being different from the registered one (one has the dots; the other does not); I have since updated the address to include the dots and re-took the tax interview using the updated address.

I also tried contacting support in an attempt to explain my mess-up (ticket number 187866), but I haven't received a reply in a while. I really don't want to bother anyone with this, but I've been waiting for a payout for nearly a month and the mail telling me to update my tax information stated that no payouts would be possible until I update/reply, so I thought it would probably be worth it if I asked here, too :)

Best regards,

Mrmo

Hello, have you checked the video demonstrating the basic usage of MRMO-STITCH? It's on the project page.

In the current version, you'll have to input the image/stitch resolution manually in the scene->format input boxes.

Great! Thanks a bunch for your support :D