Swapped the placeholder thruster VFX for something that actually belongs in a PS1-era mech game. Mech's movement's been tightened up too.
Does the low-res particle look read right, or still too clean?
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Taking our first boost across the arena! I'm trying to nail that classic heavy boost feel - where momentum actually pushes back and you have to master it, rather than just gliding around. What do you guys think, are we getting close?
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@chronobauble That's called banded/stepped shading. Needed a custom material shader in Godot to pull it off. no built-in toon shading gets quite that look out of the box. Glad it's landing well!
@SoulInPixels I use Krita to draw textures. As for the Pixel Art brush tool, I actually find it quite difficult to use. If you like it, it's available in Blender 5.
@chronobauble no real trick tbh, the thing that helps most is locking a 20-24 colors palette so stray colours can't sneak in, and using hard-edge selections instead of soft brushes for the panel lines. still figuring a lot of it out as i go