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Posts by Lachsen (Radical Fish Games)

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It really has been a long time since we had our last #AlabasterDawn #gamedev stream... We're finally back!
Tonight we'll work on new enemies and divine arts!
See you around!
www.twitch.tv/RadicalFishG...

3 weeks ago 88 11 0 0
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Enjoy stylish action-adventure games? Of course you do!
Then tune in to the triple-i initiative on April 9th to see announcements from these games!
#iiishowcase

3 weeks ago 40 14 2 3
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With Next Fest over, it's a good time to tweak a few physics things again!

Because, you know, what could possibly go wrong?

#AlabasterDawn #gamedev #pixelart

1 month ago 124 13 5 1

wrote a thread; massive shout-outs to @radicalfishgames.com 's Alabaster Dawn, Scritchy Scratchy, @greyalien.bsky.social 's Forbidden Solitaire & @sfbtom.bsky.social 's The Mermaid Mask!

1 month ago 7 2 1 0
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New music from Alabaster Dawn! ♬

『Family』

#gamedev #gameaudio #alabasterdawn

1 month ago 91 29 3 0
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I created a new battle theme for Alabaster Dawn. ♬

#gamedev #gameaudio #alabasterdawn

1 month ago 87 24 4 0
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Alabaster Dawn raises the bar in pixel art gameplay, animation and movement.

1 month ago 120 16 17 1

And we're not even using WebGPU.

1 month ago 2 0 1 0

We intentionally designed the puzzles in AD to be less reliant on timing and execution. You should have an easier time compared to CrossCode. Was there any puzzle in the demo you had trouble with?

1 month ago 2 0 1 0
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Hey Game devs!

I'm looking for an Audio programmer who might be able to answer some questions about modifing voice chat in real time so players might sound like non human, distorted, etc. Potentially a small paid job!

#gamedev

2 months ago 11 4 1 0
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Lea Crosscode fanart

3 months ago 23 8 0 0
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🕵️‍♀️ GAME REVEAL: FROM RUINS 🌱

A new-gen detective adventure combining deduction gameplay with a gripping story full of twists and turns. Gather clues, establish connections, and solve a series of challenging cases. Will you uncover the feud that began at the end of the world?

WISHLIST ON STEAM! 🔗

4 months ago 84 25 4 6
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One of the early game puzzle elements in #AlabasterDawn: The power orb!
This weird ball of flesh can be kicked around in multiple ways and some weapons can have unique interactions with it!

The demo is playable right now!

#pixelart #indiegame #gamedev

4 months ago 107 22 3 0

At about $60K that's about 128 million graduate team indie games, at $150K about 500,000 small indie games, at $300K about 250,000 mid-size debut indie games, or at around $950K about 110,000 indie games by a team of more experienced devs.

There are a total of 110,000 indie games on Steam.

4 months ago 2099 683 32 10

We're all getting old, unfortunately.

4 months ago 3 0 0 0

Now there is certainly more to "moving characters", because using few sprites and just scaling and rotating them for movement quickly leads to the "puppeteer animation look"... which isn't too great either. There are tricks to avoid this too, but I feel that's enough writing for one thread.

4 months ago 6 0 0 0

So to summarize:
1. keep pixel sizes as consistent as possible, avoid strong scaling
2. rotations are not as bad
3. both scaling and rotation are ok when it's for moving/dynamic

4 months ago 6 0 1 0
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And thus, my final rule: when it's moving, it's fine ok to scale and rotate. Players are less likely to notice.
Just make sure to not keep things too still.

This includes in particular: moving actors and effects.

4 months ago 5 0 1 0

And finally: people will notice a broken pixelart look when they take the time to look at it up-close.

For certain things, that's a lot harder to do:

Anything that's moving.

4 months ago 5 0 1 0

Which brings me to my second rule:

Rotated pixels are not nearly as bad as inconsistent pixel sizes.

4 months ago 5 0 1 0
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Here are the wrong pixels:
left: rotated pixels
right: upscaled pixels
Which one did you spot first?

In my opinion/experience: you will notice upscaled pixels a lot quicker. Rotated pixels on the other hand... they are "easier to tolerate".

4 months ago 4 0 1 0
Can you spot the wrong pixels on this screenshot?

Can you spot the wrong pixels on this screenshot?

So, when using a higher resolution you can achieve zoom-ins that look cleaner. But the downside is: when rotating pixels, you will notice. Right...?
Let's do a little experiment:
Can you spot the "wrong pixels" in this screenshot?

4 months ago 7 0 1 0

And this in my opinion is the biggest take-away here:

To achieve a "clean pixelart look", pixelsize needs to be consistent. But they don't have to be perfect.

When neighbouring pixels have a x2 or x3 size difference, you will notice. But a size difference of +-50% can be tolerated.

4 months ago 6 1 1 0

So just reiterate:

In the pixelperfect zoom in, neighbouring pixel sizes switch between 1x1 and 2x2 pixels.
It doesn't look great.

In the x2 resolution zoom, pixel sizes switch between 2x2 and 3x3 pixels.
And it looks better.

4 months ago 6 0 2 0
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A screenshot from Seiken Densetsu 3 with x2 resolution. The right side is slightly zoomed in but due to the extra resolution, the size of each pixel is more consistent.

A screenshot from Seiken Densetsu 3 with x2 resolution. The right side is slightly zoomed in but due to the extra resolution, the size of each pixel is more consistent.

Now, when using a higher resolution (say x2 the original) zooming in suddenly looks a lot "cleaner". The increased resolution allows each pixel to fall into a somewhat similar size, making their size more consistent.
It now looks arguably more "pixelperfect", even though it isn't.

4 months ago 7 0 1 0
Screenshot from Xenogears showing scaled up pixelart characters inside a 3D environment

Screenshot from Xenogears showing scaled up pixelart characters inside a 3D environment

For any zoom-level that leads to a clean multiple of the original pixelsize... you get inconsistent pixelsize. Especially when having fluid zoom-in and zoom-outs it can look jarring.

That didn't stop PlayStation games from just doing this, though.
So to some extend, it's authentic pixelart.

4 months ago 9 3 1 0
Pixelperfect zoomed in

Pixelperfect zoomed in

There are a few downsides to using a pixelperfect style. One example: zooming doesn't look too great. If I zoom into the previous screenshot it looks like this:

4 months ago 6 0 1 0
A screenshot from Seiken Densetsu 3 featuring a "pixelperfect" art style.

A screenshot from Seiken Densetsu 3 featuring a "pixelperfect" art style.

Just to clarify: with pixelperfect I mean that every pixel has exactly the same size. There are not upscaled pixels, no rotated pixels and so on.
Achieving a pixel-perfect style isn't all that hard: you simply render the game in low resolution and that's it.
Most old pixelart games look like this

4 months ago 8 0 1 0

So I've been working with pixelart ever since I started working on games (which is now over 20 years counting my RPG-Maker years) and over time I settled on a few rules on how to keep things "looking like clean pixelart" without the need to be pixelperfect.

4 months ago 6 0 2 0

Pixelart is it's own style and even "unclean pixelart" as seen here just has a different visual impact compared to highres 2D. Even if it's not clean, it might have a bigger appeal to many.

Actually... let's turn this into a little thread so I can talk more about this.

4 months ago 55 17 1 0