Colsalley

93 posts

Colsalley banner
Colsalley

Colsalley

@Colsalley

Game dev sharing devlogs developer of Infantgod.

China,Shanghai Katılım Temmuz 2025
145 Takip Edilen196 Takipçiler
Colsalley
Colsalley@Colsalley·
@saewooh My personal choice is to use heavy post-processing and pixelation to further enhance the style and cover up some issues. It depends on what effect you want to achieve.
English
0
0
1
4
새우
새우@saewooh·
@Colsalley 안녕하세요! 저는 Spine 사용자는 아니지만 Spi e 사용자들을 위한 툴을 종종 만드는 프로그래머입니다 어떤 방식으로 이런 연출을 하셨는지 간단하게라도 셜명을 부탁드릴 수 있을까요😭
한국어
2
0
0
42
Colsalley
Colsalley@Colsalley·
wait... so spine do support pixel movement? then why...?
English
9
58
610
49.4K
Colsalley
Colsalley@Colsalley·
@saewooh There is an option in Spine called "Snap to Pixel". Once checked, Spine will automatically handle the movement of pixel art based on skeletal animation. After that, all you need to do is create bones for the hair, skinning, and add physics constraints.
English
0
0
1
8
Colsalley
Colsalley@Colsalley·
@oyasumi_wkshop btw I haven't been able to find anything else online about this specific workflow and was getting a little worried, but knowing that someone else is taking the exact same approach makes my goal much clearer.
English
0
0
1
107
oyasumi製作所
oyasumi製作所@oyasumi_wkshop·
我也使用了spine制作像素动画 ←spine | final→ 图片按照原分辨率导入spine,关闭spine的抗锯齿处理,输出为6帧每秒 实际上最好是手动把中间帧的像素毛边都修一边,但我比较懒没有修 有像素抖动就有像素动画的感觉 不适用于幅度太大的动作,不然看上去会有点奇怪
Colsalley@Colsalley

wait... so spine do support pixel movement? then why...?

中文
5
47
245
10.4K
Colsalley
Colsalley@Colsalley·
@oyasumi_wkshop This looks amazing! I think not fixing the pixel fringes is the right call, because the correct approach is definitely to import the bytes to ensure it can dynamically respond to parameters, rather than using image sequences.
English
1
0
2
178
Colsalley
Colsalley@Colsalley·
@H8KUcom Thus, when the bones move or rotate due to physics/motion transfer, it creates this ripple-like artifact that spreads across the mesh.
English
0
0
1
69
Haiku
Haiku@H8KUcom·
when you render it in a game engine you need to render it into a render target of the proper size and then scale that render target up in powers of 2 until it is near the viewport size then it can look perfect animated like this with spine (otherwise it will look like how pixel art in games like terraria look), and if the power of 2 render target doesn't fit the viewport you just need to adjust your render target size though this can have gameplay considerations since you'll be showing more or less of a gameplay area/scene, but if setup well it will be beautiful
English
2
0
7
994
Colsalley
Colsalley@Colsalley·
@H8KUcom Yeah, that’s what I’m doing right now—the pixels are scaled up by 8x. The real issue is how I handled the animation. I rushed it before, so things like swords or clothing only follow a very limited number of bones.
English
0
0
1
82
Colsalley
Colsalley@Colsalley·
@khesirr use spine to do animation, then post-processing(dithering, with volfx) and pixelization.
English
0
0
0
45
Khesir
Khesir@khesirr·
@Colsalley Is that an image component you put on unity? How d you do it?
English
1
0
0
58
Colsalley
Colsalley@Colsalley·
Tried to cut corners with post-processing + Spine + low FPS. Realized I'd be better off doing nothing and just settling for fake pixels. But settling for fake pixels just feels wrong... Annoying. #gamedev #indiedev #indiegame
English
4
12
157
4.4K
Professor Q
Professor Q@ProfessorQs·
@Colsalley I've been trying to figure that out myself. What is the purpose of the spine?
English
1
0
1
1.3K
Colsalley
Colsalley@Colsalley·
Right I suppose.
English
0
0
2
333
Colsalley
Colsalley@Colsalley·
Right I Suppose...?
English
0
0
16
2.2K
Colsalley
Colsalley@Colsalley·
@SaltCellarius It actually aligns on uniform grids in the second half of the video but just......UGLY.
English
0
0
1
12
Salticus
Salticus@SaltCellarius·
@Colsalley Fake pixels as in they don't perfectly align on a uniform grid?
English
2
0
0
104
Colsalley
Colsalley@Colsalley·
@SaltCellarius Yes. And after pixelation, ugly banding lines or messy pixel jittering will appear. I finally realized it's cuz my skinning and weight painting were too rough. So there are ways to cut corners, but not that lazy.
English
0
0
0
106
Colsalley
Colsalley@Colsalley·
@Zeemvezel It was the way in 2024, still the way in 2026, and would be the way in future due to the structure of aigen picture. Impastor would, however, bypass the check cause it has no "flat area".
English
0
0
0
26
Zeemvezel🔺🐙🍵
Zeemvezel🔺🐙🍵@Zeemvezel·
Its over. Unidentifiable as AI. Generative AI users should just steal art directly at this point. Save us all the extra pain
kiwi@furkiwi

English
2
0
0
866
Colsalley
Colsalley@Colsalley·
Charlie Kirk (or “decent right-winger”). I personally really like the oily highlight, but none of the other characters in the game have such a bright highlight on their faces, which is a bit conflicting… Maybe he’s on a stage? #gamdev #indiedev #indiegame
Colsalley tweet media
English
0
0
26
557
Colsalley
Colsalley@Colsalley·
@Zeemvezel Actually it would be easy to identify if you use color picker to check those areas that should be flat, and see if the colors are flickering, unless it went through another process to limit the color grade, which, idk why, most people don't bother.
English
0
0
0
13