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@ravanon@mastodon.scot

2026-09-04 18:20 UTC

Coincidentally, it's amazing how you can work on a character or a terrain tile in your pixel editor, and think it looks okay, and then the moment you actually put in your tileset and see it in your game, it looks utterly terrible. Also, I kind of hate the black outlines I've had to put around the character sprites so that they don't disappear into the background. Hopefully that'll be temporary.

Replies (3)

  • @ravanon@mastodon.scot 2026-09-04 18:24

    On the coding side, one thing I'm quite happy with is that I've managed to integrate the Ink narrative engine plugin for Godot into my game's event engine so that I can now have arbitrary scripted scenes and dialogue appear in response to just about any action that occurs in-game. So now I just need to write some actual good story to unfold over the course of a battle. #Ink #Inklestudio

    Open ##5455545

  • @jadedtwin@corteximplant.com 2026-09-04 19:24

    @ravanon@mastodon.scot readability of sprites over backgrounds is probably the hardest part of pixel art. I've been doing it for over 25 years and I still struggle with it. If you wanna remove the black outlines for the sprites, but retain readability, I'd suggest either using highly contrasting colors between the characters and the background tiles or lowering the saturation of the backgrounds just a smidge relative to the character sprites. You can also keep and change the sprite outlines to color match each character. Say, for example, a character has a lot of blues, then give it a dark navy blue outline.

    Open ##5455547

  • @ravanon@mastodon.scot As I recall, the 2D Final Fantasy games had black outlines around player characters. Didn't look bad. Some of them would vary the color of the outline to indicate various status effects, too.

    Open ##5455550