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A quick breakdown/tutorial of how I do sprite stacking for my game. #gamedev #pixelart #indiedev #godotengine

288,366 次观看 • 1 个月前 •via X (Twitter)

41 条评论

zbigniewcebula 的头像
zbigniewcebula1 个月前

>Tutorial >Look inside >No instructions

BartekDev 的头像
BartekDev29 天前

Tak wyszło

zbigniewcebula 的头像
zbigniewcebula29 天前

Yup, however still cool that you use sprite stacks. I think it has unexploited potential.

The Captain | 🐟 fish | 的头像
The Captain | 🐟 fish |1 个月前

How to make 2d look 3d Step 1: make a 3d model Step-- wait I already have a 3d model, why the fuck would I go back to 2d Step 3: make a 3d game

Aleksandr Kerensky 的头像
Aleksandr Kerensky1 个月前

That looks really cool, but how much more different is the end result than just using an integer scaled pixel filter on a normal 3D image? Or voxels?

BartekDev 的头像
BartekDev29 天前

Tbh 3D with a filter would look similar, but I just wanted to experiment. It's fun to fake 3D the way old-school devs had to. The main difference is whole object sorting instead of a depth buffer, more control over the lighting, and just getting that authentic retro jank

Dr. Dad, PhD 🔄🔼◀️🔽▶️ 的头像
Dr. Dad, PhD 🔄🔼◀️🔽▶️1 个月前

I am also making a game with pixel art ships rendered from 3D models. I simply baked 32 headings. Maintain a 45 degree camera angle always, so I can get by with just 32. I also pre-baked shadows and the height of each pixel (for sinking animations).

BartekDev 的头像
BartekDev29 天前

Woow! Nice work, great minds think alike! Your game seems almost ready and mine is just a little experiment for now, because I barely have any free time right now between work and prepping for my engineering degree exam. Wishing you huge success with the project!

Peter 的头像
Peter1 个月前

did you just invent voxels?

BartekDev 的头像
BartekDev29 天前

Kinda, but it has that authentic retro vibe. For example, object sorting works on whole sprites at once instead of per-pixel depth, which gives it that classic 2.5D look and many more little quirks

Peter 的头像
Peter29 天前

well it looks cool!

Rob Miles 的头像
Rob Miles1 个月前

This is how Command and Conquer Red Alert 2 and Tiberian Sun etc did their units I believe

Austin Wright 的头像
Austin Wright1 个月前

There's a great amount of hand-waving going on in "4. A bit of perspective math"

Ryan Lenk 的头像
Ryan Lenk1 个月前

I made a tool you might like let me know if you try it out! Scores bounded PNG sprites against explainable pixel-craft checks. Builds OKLCH hue-shifted material ramps. Quantizes PNGs against original built-ins or bounded user-owned palette JSON without overwriting existing files. Reports same-hue contrast and palette structure. Measures animation motion and visibility using rendered-pixel math. Exports and directly checks trusted local .ase/.aseprite documents through a separately installed Aseprite CLI. Exposes the same bounded operations to local MCP clients over stdio. Replays user-owned, SHA-256-pinned golden corpora without promoting results to approval.

Jacob Beers 的头像
Jacob Beers1 个月前

That's fantastic! This kind of reminds me of the marching cubes algorithm. You are basically creating voxels by converting slices of the 3D model into pixel layers.

∇♢I3∇♢D ∆M∆L3K, Autistic Autocrat 的头像
∇♢I3∇♢D ∆M∆L3K, Autistic Autocrat1 个月前

this looks extremely overcomplicated.

BartekDev 的头像
BartekDev29 天前

Maybee, spritestacking is well known retro technic and tbh i thought at the end outcome would look more unique and retro…

MrAzza696 的头像
MrAzza69629 天前

Why not use 3D in the first place?

BartekDev 的头像
BartekDev29 天前

Tbh i thought it would look at the end more retro than it looks right now…

033.eth 的头像
033.eth1 个月前

soo.. just voxels

ROOT 的头像
ROOT29 天前

I've used sprite stacking before, but the issue with this is optimization. Maybe there's a way to do it correctly, but it takes way too much effort to do so. The effect is cool though.

Sven Viking 的头像
Sven Viking29 天前

Seems like there must be existing voxel editing tools that could make editing easier?

robert mine 的头像
robert mine1 个月前

wouldnt it be easier to just use voxels to model and then collapse into pixel slices after

webXOS 的头像
webXOS29 天前

Nice I made this similar idea on a custom hybrid 1-bit ecs engine:

kohrabi 的头像
kohrabi1 个月前

Quick question. Isn't sprite stacking just voxel? Why did you decided to use sprite stacking over voxel?

ilyas 的头像
ilyas1 个月前

this is very sexy but i think it is a bit undistinguishable in the sea (the features are lost)

*daymare* 的头像
*daymare*1 个月前

but why? why not just slap a shader onto it

Rysea 的头像
Rysea29 天前

Isn't this just voxel art with extra steps?

Qps 的头像
Qps1 个月前

This is like black magic to me

Z 的头像
Z29 天前

this is like a cat scan sprite renderer 🤯

Adamweishaupt1305.XRP 的头像
Adamweishaupt1305.XRP1 个月前

That's sick. Nice work

Stefan Eric 的头像
Stefan Eric1 个月前

This is beautiful, is there a resource you can point me to for more details?

lexobabble 1x10^6 🔞 的头像
lexobabble 1x10^6 🔞29 天前

So... voxels? Interesting

Lee Penkman 的头像
Lee Penkman1 个月前

its like a volumetric image... 3d i guess :D

Sash the Soulsmith 的头像
Sash the Soulsmith29 天前

You don't use this for the rocks and stuff, do you?

Somethingp1 的头像
Somethingp129 天前

This is such a cool way of doing stuff! I’m exited to see where you go with this

◻️ Sixthorns ◻️ 的头像
◻️ Sixthorns ◻️29 天前

Oh, Command and Conquer had similar technology, but they were technically more like pixel voxels, which allowed for animated characters, i liked that.

JKMR♂ @Studio JKMR / ゲーム個人開発 / 10月&11月連続リリース予定 的头像
JKMR♂ @Studio JKMR / ゲーム個人開発 / 10月&11月連続リリース予定1 个月前

とても興味深い 全ての船が積層で描画されているということ?

Lag 的头像
Lag1 个月前

@3kliksphilip taught me this one

Alberto💫 的头像
Alberto💫28 天前

how are you “extruding thickness” on a stack of sprites?

crumbraven 的头像
crumbraven29 天前

@Latiencur this is awesome, really cool stuff man!

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