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Pixel art game prototype. A blocky landscape of dark red-brown dirt with small tufts of green grass growing on it. Above is a large twisting structure of grey bark that was supposed to look like tree roots.

Pixel art game prototype. A blocky landscape of dark red-brown dirt with small tufts of green grass growing on it. Above is a large twisting structure of grey bark that was supposed to look like tree roots.

Zooming out, the roots can be seen to form large "loops", often entirely disconnected from the ground. Not very roots-like, sadly.

Zooming out, the roots can be seen to form large "loops", often entirely disconnected from the ground. Not very roots-like, sadly.

The Roots (attempt 1) | #RitualGardens #sunfire_interactive

some very work in progress spritework for a whole second biome! and a realization...

so. i wanted to generate giant tree roots, and i thought... maybe taking a slice of perlin noise would work...

and then i realized. that gives loops. uh

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Pixel art prototype. A blocky landscape of pale sand, fading down into reddish grey, and then dark stone below.

Pixel art prototype. A blocky landscape of pale sand, fading down into reddish grey, and then dark stone below.

The Dunes | #RitualGardens #sunfire_interactive

playing a bit with colour palettes again, and working out what i want for the stone layer for this biome.

i'm quite enjoying this stylized, "conceptual" approach to block textures. iconographic, leaning into the grid, simple and clear.

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Pixel art game prototype. A landscape of large dunes, made from blocks in three shades of stylized sand.

Pixel art game prototype. A landscape of large dunes, made from blocks in three shades of stylized sand.

Dunes | #RitualGardens #sunfire_interactive

Playing with art style stuff. liking this so far! very abstract and stylized, simple to make but interesting at scale.

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Game prototype screenshot. Perched atop a mountainous dune of grey sand is a bubble of terrain seemingly transplanted from another location entirely, the slope of the ground changing abruptly at the circular border between the two regions.

Game prototype screenshot. Perched atop a mountainous dune of grey sand is a bubble of terrain seemingly transplanted from another location entirely, the slope of the ground changing abruptly at the circular border between the two regions.

Nested | #RitualGardens #sunfire_interactive

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Game prototype screenshot. A character standing on a blocky slope, composed from three different variations on the same tile texture.

Game prototype screenshot. A character standing on a blocky slope, composed from three different variations on the same tile texture.

annnd we have tiles! | #RitualGardens #sunfire_interactive

also set up an automatic two-way relationship between tiles and their associated block type resource :3

i feel very clever tonight. gonna try and do some work towards customizable biomes tomorrow, if the brain permits

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Game prototype screenshot. A circular "viewport" showing a blocky black landscape with a character standing in the middle and a large grid overlaying it.

Game prototype screenshot. A circular "viewport" showing a blocky black landscape with a character standing in the middle and a large grid overlaying it.

Ough | #RitualGardens #sunfire_interactive

i'm in a real "reimplementing the same thing multiple times" mood recently...

anyway! i have a fully functional TileMapLayer-based terrain system now! and plans for how to actually use it lol.

this should improve the performance vs the other way, i hope

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Game prototype screenshot. A broken circle of blue "terrain" on a grey background.

Game prototype screenshot. A broken circle of blue "terrain" on a grey background.

thingy | #RitualGardens #sunfire_interactive

a couple false starts and much racking of brains and i have a terrain system!

no recordings yet, too tired, but i can shift the origin and the terrain fills the circle with new blocks, progressing through the z axis as well to change it over time.

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new thoughts, new inspirations | #RitualGardens #sunfire_interactive

i had a very distinctive mental image today.

i'm imagining a 2d platformer survivocrafting game, where you have a "bubble" of Reality that you can explore inside and slowly move to different "places" through an abstract "space".

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Pixel art. Three variations on a pair of sprites of an anthro Wolf and Fox, using slightly different palettes.

Pixel art. Three variations on a pair of sprites of an anthro Wolf and Fox, using slightly different palettes.

Two pixel art colour palettes heavily featuring warm browns, olive greens, and red-orange.

Two pixel art colour palettes heavily featuring warm browns, olive greens, and red-orange.

testing, testing | #sunfire_interactive

three variants on these sprites, using stepped colour spaces with a depth of 3,4 and 5 respectively.

also made a couple of test palettes in 4 and 5-space.
each one has its own quirks to build around...

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Video

Some Form Of Locomotion | #sunfire_interactive

got the barest bones of enemy scripting done now!

i will need to do another pass on this guy's walking animations, alas, the left and right ones just Do Not Look Correct to me but i haven't figured out why yet...

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Godot script window:
extends Camera2D
func _process(_delta: float) -> void:
	var targets = get_tree().get_nodes_in_group("CameraTarget")
	for t in targets: position += t.global_position
	position /= targets.size()+1

Godot script window: extends Camera2D func _process(_delta: float) -> void: var targets = get_tree().get_nodes_in_group("CameraTarget") for t in targets: position += t.global_position position /= targets.size()+1

a very simple camera control script | #sunfire_interactive

put on a camera with position smoothing, if desired, and it will simply move itself towards the average point between all the marked nodes.

in the absence of targets, it simply stays still.

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Pixel art. A four-frame walkcycle for a grey wolf character wearing a bright brass mask and armour over one shoulder

Pixel art. A four-frame walkcycle for a grey wolf character wearing a bright brass mask and armour over one shoulder

only Slightly regretting giving this enemy an asymmetrical design lmao | #FirmamentsEye #sunfire_interactive

tempted to change that but i dunno. it looks cool

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Pixel art. An anthro fox wearing a long green cloak standing next to an anthro wolf in tattered grey clothes and bright brassy armour. The wolf is surrounded by wisps of flame, in an aggressive stance.

Pixel art. An anthro fox wearing a long green cloak standing next to an anthro wolf in tattered grey clothes and bright brassy armour. The wolf is surrounded by wisps of flame, in an aggressive stance.

The Fox and the Warlock | #FirmamentsEye #sunfire_interactive

a first pass on enemy designs.
i'm liking the contrast of burned greys and bright gold

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Video

*bapbapbap* | #sunfire_interactive

ported this character sprite over and adjusted it a bit for the new prototype :3 i'm liking this so far!

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Video

Lookin' | #sunfire_interactive

very placeholder player sprite. i think i need to zoom in again, 32px tall is too small onscreen right now

kinda debating whether i want 4 dir or 8 dir looking.
4 might not have the right smoothness but it's also less work...

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Video

did a fairly substantial refresher for my input system
#sunfire_interactive

for gamepad mode, you direct the crosshair to a point in global space within a distance limit, but if you move over it, it locks back onto you and instead aiming is directed by movement inputs.

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Pixel art. A rusty brown anthro fox wearing a bright brass mask and a green shawl/poncho. They have one hand outstretched towards a curved brass dagger.

Pixel art. A rusty brown anthro fox wearing a bright brass mask and a green shawl/poncho. They have one hand outstretched towards a curved brass dagger.

quick after work art test before bed | #FirmamentsEye #sunfire_interactive

kinda feels like the body wants odd width and the head wants even... i might go for squishier proportions instead.
not sure yet.

the mask turned out great though, really happy with that

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Video

targeting | #sunfire_interactive

testing out input styles with the goal of some kind of parity between mouse and gamepad input.

the cursor here moves in world space, but limits its distance from the player. feels pretty smooth for now but i'll need to test it in use with enemies before i'm sure.

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A silhouetted figure, missing one arm, the other thrown wide.
The four frames of animation in the spritesheet imply a statue-like stillness, cracks across its body, before a thunderous white light awakens it once more.

A silhouetted figure, missing one arm, the other thrown wide. The four frames of animation in the spritesheet imply a statue-like stillness, cracks across its body, before a thunderous white light awakens it once more.

sketching and exploring some ideas for the first boss | #sunfire_interactive

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Video

Boys' Night in the Desert | #sunfire_interactive

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Video

VIOLENGE | #sunfire_interactive
sickos dot jpeg yesss

this little project has been so much fun. the perfect balance of manageable scope and expressive space to really sink my teeth into

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Work in progress pixel art font, with fairly round shapes and long serifs that extend off the edges of capital letters.

Work in progress pixel art font, with fairly round shapes and long serifs that extend off the edges of capital letters.

First pass try at 8x8 monospace text for the current project | #sunfire_interactive

i still don't have a title for this project yet lol.
probly won't keep this font, to be honest, the shapes aren't working out right and the serifs are neat but kinda... muddy.
hard to tell where things start and end

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Video

Efficiency™ | #sunfire_interactive

testing respawn animations is always kinda funny. wedges myself in a nook and explodes

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hey *dies*
hey is *dies*
what's g-*dies*
what's up *dies*
can i *dies*

was doing some animation tests and yknow i think sometimes this is relatable | #sunfire_interactive

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Video

bloop | #sunfire_interactive

animation testing for checkpoints.
also featuring floating torches

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Video

fun bug that popped up while implementing enemy attacks lol | #sunfire_interactive

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Video

🦋🤺

angriest moth this side of the desert
#sunfire_interactive

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A three sprite sequence of a cloaked anthro character casting a spell, one arm stretched to the side, before lunging forward as their eyes flash with white light.

A three sprite sequence of a cloaked anthro character casting a spell, one arm stretched to the side, before lunging forward as their eyes flash with white light.

Eyes full of Starlight | #sunfire_interactive #FirmamentsEye

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Video

Soul Moth | #sunfire_interactive

Animation tests. The sprite itself has some vertical animation built in (first) but i wanted to add a bit more bobbing.

Tried out some smoother sine curves (second and fourth) but hand-tuned (third) looks best to me. just fits the style better, no stuttering...

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Video

slowly figuring out some ideas for puzzles... | #sunfire_interactive

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