This thread is intended for game and engine developers of all levels. Post projects you're working on. Share resources to add to the general is you have them. Since this is a new general, it needs a lot of help and tweaking. Making fun of unity and godot is allowed and encouraged.
>What about /agdg/? This thread is meant to be more about the programming behind games and engines, as well as learning game development.
▶ Engines godotengine.org/ (2D/3D Game Engine, Cross-Platform) pygame.org/ (2D and some 3D Game Engine in Python, Cross-Platform) renpy.org/ (Visual Novel Engine, Cross-Platform) castle-engine.io/ (3D/2D Game Engine, Cross Platform)
>As the sole developer on the project, and lacking an art team during the initial phase, I screen-captured the artwork of Dune 2 to use until such time as my forward progress warranted an artist or two. The artists were tied up working on any number of other pressing deadlines and didn’t need distractions at this point — we were always pressed for time.
Congrats on yet again showing your clinical retardation. His point is that you should texture your tile with it and render it as you normally do.
Aaron Cooper
This general will never have half the skill that /agdg/ has.
Jonathan Rivera
You will never suck my cock.
Parker Hughes
nth post for stop blaming tools for your shortcomings
Julian Carter
You can take a texture and transform it to an isometric plane You should learn how to do that
This is the only picture I could find of my 2D art, this isn't iso, but you can see the texturing on the floor, all photobashed, doesn't rape your eyes with illegable details The image has a sharpen filter on it though, so the edges look very aliased, but my company made me do that
Change your filtering so it's less blurry Although even like that, it's much better than your original
Kayden Gonzalez
Make it seamless and it will look 100x better than the ballsack hair you call grass.
Josiah Diaz
Why'd you make it so small?
Josiah Wood
More like this Still couldn't match your lighting conditions accurately, but you deliberately made it look bad I'll remind you that we started having your conversation because I liked your game and I wanted to give you advice to help you get better
I didn't do anything other than slap the image onto plane I already had existent in my blender file for the game. Unwrapped the UV and smart uv projected it.
Also you just took my grass made it look like fall in an nuclear wasteland, doesn't match the aesthetc at all.
Luke Gomez
It's not even "programmer art", that's how real artists worked until they started using substance painter and sculpting or however it works now
Anthony Cook
>You can take a texture and transform it to an isometric plane You can, but then you just end up with a flat-textured square. If you look at eg. , you see that it has detail sticking up from the base square of the tile, causing it to layer over neighboring tiles and creating interesting variation. I used this too in an older isometric game of mine, and it's much better than flat tiles.
Anthony Morales
The texture is relevant, not the color You are ultimately doing 2D art Learn to use 2D tools
Jace Morales
Also for like the 17th time, I'm ALL FOR getting help in blender, not your bullshit "advice.
I mentioned why I abandoned unity because it came up and people asked questions I really don't think it's cool I've literally been delayed working on one of my passion projects for 2 years because of it. It's really cool that you have a boner for unity but that doesn't do anything for me.
Andrew Nguyen
You can do the edges of the grass seperately to give the illusion of depth, which is exactly how it's done in the Diablo 2 screenshot he linked
Gavin Reed
Sure, but then you have to have a whole separate system for handling tile edges. Why do that, when you can simply have it built-in to the tile?
Lucas James
>I'm ALL FOR getting help in blender Use textures when appropriate
Jaxon Kelly
Dude I've been trying to explain this for like an hour or longer, he doesn't understand. I even took the time to tile his image and put it on the map to show him why it doesn't work here No I am not, holy fucking shit dude.
Nathaniel Reed
Holy fuck 2 years and you still don’t have your engine? Top kek my man. I don’t give a fuck about Unity
Jayden Lopez
>Why do that, when you can simply have it built-in to the tile? Because modelling grass in 3D looks like complete shit unless you get it just right
Luke Powell
>No I am not Your final result is 2D. It's generated from a 3D source. Your final, 2D, pixellated result needs to look good. It doesn't matter at all if it's sourced from an accurate 3D representation
Caleb Brooks
That's not how it's done, it's 3D to a spritesheet they could possibly edit after they've rendered but it's still initially rendered. You would absolutely not do edges separately that's retarded.
Isaac Mitchell
>You would absolutely not do edges separately that's retarded. Take a close look at the Diablo 2 screenshot you linked. The ground is a flat texture. The grass edges sticking up around the edges of the walls are billboards. The entire bush on the rock wall, next to the red portal, is a billboarded bush. a 2D texture
Grayson Davis
I explained it in the previous thread. It's not in my control as I don't do the programming.
If it's an accurate 3D well done model it will look good in 2d.
Camden Green
>2 years lmfao, you could've finished your game by now if you stuck to unity
Jaxson Morales
>If it's an accurate 3D well done model it will look good in 2d. Only if you render it correctly, and you haven't. Your render gives you an aliased mess. It's possible to get it to look good with experience, but it's easer to use a texture when a texture is appropriate
Thomas Wright
No, it still wouldn't be done as the programmer still would have been through depression/etc.
Kayden Bell
He could have made a custom iso framework for unity, sold it and made big bucks.