BLiSS
109 posts


seeing art like yours is why I can't quit this damn site. The shape flow, proportions, and detail density of your design is just the best. I'm especially drawn to the manacles and rings on the headpiece, 100/10 bookmarked and siloed in the mental vault so I remember to push my own designs even further!
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tough call, but through a combination of nostalgia glasses and technical execution I'd have to say Golden Sun for gba. There's a ton to gush about. From a visualization standpoint I'll highlight that the particular use of the alpha channel for all spell VFX is something that's stuck with me along with the like, pathing directionality of the cloudlike particle fx. The way they did it meshed SO well with the prerendered sprite style. Video related for reference youtube.com/watch?v=7x9S3y…
Also, the way they showed the power curve on spells was so so good (e.g. Rockfall->Rockslide->Avalanche) I feel like a lot of modern games get SO flashy that they lose the plot and quickly veer off into Epileptic Simulator territory. Golden Sun has spectacle without oversaturating, but that's a whole other discussion to be had.
Final thing was that many of the spells had overworld use cases like Move or Growth, which was mindblowing at the time (still is) and served to really ground and integrate the magic system for me. To this day I'm not aware of any other games that have a similar system.

YouTube
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@MeringueRouge Alright alright you've convinced me. I've seen this pop up enough times that I'll steal the firing mechanism/concept for myself. The hard part is designing how the cards work as an ammo system. Suits as elements? Tarot card spell effects? Poker hand combos?
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Hey indie devs, you could mix a those trendy roguelite card RPGs with FPS gameplay, and corner the entire market...
é@tynovaine
kaiba energy unlocked lmao ♠️
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@ShipwrightA This mf out here like the VFX Avatar GAWDAM save some talent for the rest of us!
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@gachabrain I actually had a rim light around the sword at one point but it caused some confusion with stacking sprites since it ate into the neighbours silhouette for some of them
Maybe I'll revisit that! I'll probably end up tweaking these a lot as I make more. I appreciate it.
Thanks!
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Some of the evolution lines from my Fear and Hunger x Pokemon style game.
New trailer on Steam!
96 followers is crazy cool! Thank you!
store.steampowered.com/app/3631050/En…
#pixelart
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relatable on a very deep level. I leave designs in the oven for MONTHS. So much time can go down the drain working on iterations and I wouldn't want you getting hung up unnecessarily so feel free to disregard my opinion!
My quick take on Mortal 3rd was to push the emphasis on the blade by putting like a single pixel rimlight around its silhouette or rendering more of its form. Since the evolution gives the impression that he's cast away his shield to 'become' the armor/weapon, more emphasis on the blade would also echo the increase in sword size from the first two forms.
The only other thing I noticed was maybe stacking the shield forms so that they layer like armor is traditionally made, I think it could help reinforce the design.
Either way I think the shield mosaic angle is really cool!

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@gachabrain I appreciate it! I'll have to wait and see how I am for time
Part of why this is taking so long in the first place is because I keep having to redo art because I wasn't happy with something and wanted to redo it.
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@DoctorOmega09 I care because I'm a person and people are social creatures, we are genetically designed to care about each other. It's also funny/odd to posit that because I care about others that means I don't care enough about myself
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What do you care what other people do man? You should be more worried about yourself
boen@BOENSAW
youd think players being informed that a remake they played was actually inferior to the original would be frustration *at the remake* for wasting their time & ruining their experience, but instead people double down & defend it in order to not feel ripped off
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Something I really love about your work is that you're taking the time to apply and flesh out the cinematographic elements of CQ. I've been revisiting classics and niche 6th gen RPGs myself (like Threads of Fate) and it's been making me realize how movie-like they really were, and how so many modern indies neglect that aspect because it certainly isn't easy to execute and is basically a whole new dimension of skill you gotta learn. So, major props to you for putting the effort in, I promise you it's worth it and its looking great😩👌
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Nothing super crazy, but I finally wrote my own sequencer system so I can make stuff like this, where it's *like* a cutscene without being fully hand-animated, much faster.
Hopefully this means more side content in general 🤞 because now it's a lot cheaper to produce
goba@GobaDev
carter has a new friend 🕷️
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I forgot to post this one last year, I think its because I don't like it at that time, but now I feel its not bad.
I think it might be good to add some relaxing and different poses of portrait, not only the hand or the face. game developers please break some rules! :D
#pixelart

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@TheCrystalStory Now that's a good ass lookin' crystal. Feels like an amber salt lamp and I am SO gonna try and recreate that backlit roughness effect on the surface. Don't tell me the secret!
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@pedrocasas_dev @garbunka FRAME ACCUMULATION I KNEW I HAD HEARD IT BEFORE! Thank you so much for taking the time to respond. I can't imagine it was easy getting the blend factors. Bel's Fanfare does so SO much more than the basic lipservice when it comes to evoking 6th gen, you guys are killing it.
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@gachabrain @garbunka Hi! It's a primitive form of motion blur. It consists of framebuffer accumulation. Basically, it's just blending the previous frame and the current one by some factor before displaying it. The result is stored in a separate render texture for the next frame.
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