Gothic city

oozey mess

shark vs the universe

blake kathryn

JBB: An Artblog!
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đŞź
$LAYYYTER
ojovivo
Show & Tell
todays bird

Product Placement
Peter Solarz
cherry valley forever

#extradirty

@theartofmadeline
Cosimo Galluzzi
we're not kids anymore.
Lint Roller? I Barely Know Her

pixel skylines

Janaina Medeiros

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@oceansdreams
Gothic city
â So you want to learn pixel art? â
đš Part 1 of ??? - The Basics!
Hello, my name is Tofu and I'm a professional pixel artist. I have been supporting myself with freelance pixel art since 2020, when I was let go from my job during the pandemic.
My progress, from 2017 to 2024. IMO the only thing that really matters is time and effort, not some kind of natural talent for art.
This guide will not be comprehensive, as nobody should be expected to read allat. Instead I will lean heavily on my own experience, and share what worked for me, so take everything with a grain of salt. This is a guide, not a tutorial. Cheers!
A new commissions post!!
The last two months have been incredibly slow for work, so I would be grateful if you share this post. At the moment, you can still get commissions done for the holidays if you are interested in getting something as a gift for someone!
I'm going to try something new; as always you can contact me the usual way (email), however if you'd like I've made a google form to order a commission! Fill out the form and I'll contact you by email.
Interested in a Commission? Fill out the Google Form here!
- Hafh'drn -
Ninomae Ina'nis FA
XMYS
May 28th
Catching Pokemon at Galarâs Wild Area!
May 10th
Letâs visit the friend from Pallet Town~
OMORI holiday collection and OMORI art goods are available now!Â
Captain Marine. by ć°´ćăăăż
Hi Josh! You are known for making great RPGs with intricate combat systems, e.g. Deadfire. When making a new game, would you be content to create a 'basic' combat system a la Fallout 1 or would have feel the need to surpass yourself in terms of fine-tuning and complexity? In short: is limited combat OK for you, or would you rather have no combat and focus on story etc. Good luck for your new project! Thanks!
I think the intended experience for the intended audience should drive decisions like that. I don't really have a desire to surpass my own designs in complexity. Anyway, it's not hard to make things more complicated. In fact, it's very easy! My bookshelf is lined with many very complicated TTRPGs that I will probably never play because no one I know wants to play something that fiddly.
However, I also think that the popular opinion that game design is about removing as much as you possibly can is, well, reductive. You're trying to create an experience for an audience and the systems the game utilizes are part of that experience. They should be tailored accordingly.
My commissions are open if youâre looking. All details are in the images and text version of the details will be below the read more.
At current I have 4/5 slots left open!
Interested in something you donât see here? Feel free to contact me by email or DM me on twitter @makiokuta or here on tumblr. (I check email/twitter more often)
Email: [email protected]
Keep reading
Fushimi Inari Shrine was founded in 711 by the Hata family, over 80 years before Kyoto became the capital of Japan, in 794. The shrineâs principal deity is Ukanomitama-no-Mikoto - a mythical figure who is the goddess of rice and food, and who is closely identified with the (rather nebulous) god Inari.[wiki]. Photography by ăăă ă ăŹă âŠusadanu.eth
@usalica
You've mentioned that you had some issues with Cyperpunk 2077, specifically with the UI/UX and some of the RPG systems. Would you like to elaborate on those ?
I need to actually play around with the inventory and other interfaces in CP2077 more to do a full critique of them, but I think there are two root problems from which most other UI/UX issues stem:
1) Inconsistent and/or unexpected control mapping for keyboard and mouse, which feels like a consequence of designing and playing with controllers exclusively/dominantly until late in development. M3 and keystrokes are not the same as 3rd and 4th face buttons on a controller, but controls have to go somewhere.
2) Overloaded controls. Sometimes designers develop controls to give equal access to every interaction at a given point. Thatâs usually not good, because every interaction doesnât have equal importance, frequency, or even similar use cases. When you force the controls to support every interaction you could possibly want to do at a single point, the mapping gets complicated, crowded, and unwieldy.
I need to play more with the RPG systems as well, but I donât like sifting through half a dozen variants of the same pistol or scope mod that differ in DPS or ADS time by single digit percentages or literally hundredths of a second, respectively. Itâs inconsequential noise. If it doesnât make any perceptible difference to the action economy or the utility of how I use the gear, it doesnât matter to me and the process is just tedious.
Yes, I understand this is how many looter shooters work and also how The Outer Worlds works. Itâs not gameplay I personally find enjoyable or interesting.
It looks like the perks get more useful / interesting later on, but when base level perks are giving things like 3% increases to damage, it falls into the same pit of âthis makes no difference in gameplayâ. This is exacerbated by the fact that the pace at which you will upgrade or swap out weapons is much faster than the pace at which you gain perks.
You have a rifle that does 100 DPS. You take a perk that increases damage from cover by 10%, so that goes up to 110 DPS. Unless the per-shot damage increase from the perk results in fewer bullets to take out an enemy, that is completely imperceptible. Then, after taking that perk, you upgrade to a different weapon, which becomes your new baseline inclusive with the perk. So if you take another perk that increases damage by 10 or 15% under certain circumstances, youâre not comparing its efficacy to the old rifle, before you took the first perk. The delta will feel the same, i.e. inconsequential, especially if enemies gain HP at a rate that matches your progression.
All of this amounts to a linear ârampâ incline where your numbers go up but the feeling of efficacy/âtime to killâ is largely the same and youâre not usually gaining any new mechanics or different ways to engage with the content. I prefer less frequent, more impactful upgrades that do not directly overlap with how content (i.e., enemies) progresses.
Visually, itâs like two staircases going up, one for your stats/abilities, one for the monsters. The monstersâ steps donât overlap with your steps, so there will be points where you upgrade and just clobber the hell out of enemies for a while until you hit the next monster step. Then you struggle for a while before you step up, repeating the cycle.
Classic AD&D has this feeling, as does Fallout 1. There are a lot of things I wouldnât want to emulate from those classic games, but I still really feel they have a better sense of progression, especially in the 4-12 level range.
That said, Iâm only 7ish hours in and I need to play a lot more to do a fair and thorough critique of everything.Â
OMORI
available on steam for PC and Mac
thank you for waiting. please enjoy!