Athesiel / Transamus's Minecraft Sideblog he/him / she/her✡♿🏳️⚧️
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asked my bosses for a raise and was told no because fuck me i guess, can a girl get some help covering end of month costs because everything is getting more and more expensive all the time and after rent for december, we wont have anything
im asking for $200 to shore up electric and phone bills and groceries, hormones, meds, etc
my venmo is @coquiprincess, cashapp $coquiprincess and paypal is paypal.me/luquisgabriela
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Pale Garden content is now in pre-release. Which feels really soon.
yeah :-/ like there's a lot of technical stuff coming too which is cool but. man.
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In the newest trailer for A Minecraft Movie, we get a closer look at (what is presumably) the Orb of Dominance. The container it is held within spells out the following:
IRONG TEHEO AMEAL GOHDD ENOTS
Which, when read in a spiral, says "IRON GOLD STONE GATE HEAD HOME"
There are also minor errors in the script, though; the O's are more rounded at their top right corner than they should be, and the E in the bottom left is missing its dot.
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I'd like to do an actual tutorial at some point but idk what to texture in it tbh if anyone has any suggestions
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very quick timelapse spriting of a trumpet that i wanted to use as a tutorial re: my other post abt pixel art tips
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Also it does get easier over time! As you've built up more of a repertoire, you'll have more & more of your own art to reference. I rarely have to make a new palette from scratch just because I have so much to reference.
Hey! I really adore the way you draw textures, as they usually fit with the vanilla art style flawlessly, and wanted to ask for advice. I want to make addons/mods, and maybe a full texture pack someday, but my textures always end up looking kind of flat, lack depth, and look weird when next to vanilla stuff.
Thank you so much :3 as far as advice, I'm afraid I've been doing pixel art for ~15 years now so unfortunately a lot of it is just experience... I do have some tips though! but I am in no place to do a full tutorial at the moment.
Prerequisite: Use paint dot net. It's super beginner friendly, since it's based off of Paint, and it's what has been used for Minecraft textures since the very beginning.
First off, you want to have a block-out palette! For me, it's these 5 colours here:
From here, you'll want to go darkest to lightest; use the darkest tone to outline, then fill in with the 4th tone. Eventually, you'll want to make it so that there are 2-3 outline tones, from darkest to lightest, in accordance to however you're shading. Anything overlapping with the main shape should not use the darkest two tones!
Then you'll want to hit the bright spots not with your mid-tone or your highlight, but with your second lightest tone! This way, you leave room to highlight And shade your highlights. You've effectively made 5 different palettes to use to shade different parts (1-2, 1-2-3, 2-3-4, 3-4-5, 4-5). Whenever you feel like you're ready, switch out this palette for something more in line with what you're doing- depending on what material you're going for, this can happen super early on or way late. Whenever I do something Metallic, I like to switch to a gold palette as soon as possible.
Another thing to keep in mind is minecraft's palette limitations! Generally speaking, try to keep textures to 5-9 colours, filling in between as needed. If you use more base colours, feel free to expand, but do not go over 15 if you can help it. A good rule of thumb for adding additional colours is that you should try to limit them to 3 tones.
When choosing a palette, there's no problem with going with any pre-existing item's colours! In fact, this can be super helpful even when you want to use your own colours, just as a reference.
When you do want to make your own palette, my advice is to choose a strong colour, any hue, saturation in the 60-80 range, value in the 70-90 range. To get strong shading in your palette, drop the value by ~5, increase the saturation by ~5, and shift the hue towards blue by ~5. Do this each time from your base colour. Go in the opposite direction to Increase the perceived brightness. Here, I started with the 5th tone.
Obviously, you can tweak these to your liking; your outline colours should end up a lot darker than this generally speaking, and you might want to ramp all the way up to white for your highlights. You'll also generally want your outline colour to end up with like, max 30 Value & at Full Saturation, with your highlight colour at 100 Value & ~50 saturation if you aren't going for Full White. Lets see what that might look like after changing the most extreme values & then blending accordingly.
At the end of the day, my biggest tips are 1) to look at references constantly in both minecraft's existing sprites and other people's sprites! Take what you like, improve on it where you think it could use improvements. & 2) always zoom out! Even if a texture is perfect, if you've been staring at it too long so up close, it's going to feel weird. Minecraft's most common GUI scale is 2x, so scale the image on your screen somewhere where each pixel is exactly 2x2 and you'll get a good feel for how it'll actually look in-game.
One last tip on a more advanced level: if you're using multiple different base colours, always shift to grayscale very often. Your tones should look indistinguishable in grayscale so that you know that the shapes themselves are strong enough to warrant the multiple colours. This is also very good for accessibility!
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Hey! I really adore the way you draw textures, as they usually fit with the vanilla art style flawlessly, and wanted to ask for advice. I want to make addons/mods, and maybe a full texture pack someday, but my textures always end up looking kind of flat, lack depth, and look weird when next to vanilla stuff.
Thank you so much :3 as far as advice, I'm afraid I've been doing pixel art for ~15 years now so unfortunately a lot of it is just experience... I do have some tips though! but I am in no place to do a full tutorial at the moment.
Prerequisite: Use paint dot net. It's super beginner friendly, since it's based off of Paint, and it's what has been used for Minecraft textures since the very beginning.
First off, you want to have a block-out palette! For me, it's these 5 colours here:
From here, you'll want to go darkest to lightest; use the darkest tone to outline, then fill in with the 4th tone. Eventually, you'll want to make it so that there are 2-3 outline tones, from darkest to lightest, in accordance to however you're shading. Anything overlapping with the main shape should not use the darkest two tones!
Then you'll want to hit the bright spots not with your mid-tone or your highlight, but with your second lightest tone! This way, you leave room to highlight And shade your highlights. You've effectively made 5 different palettes to use to shade different parts (1-2, 1-2-3, 2-3-4, 3-4-5, 4-5). Whenever you feel like you're ready, switch out this palette for something more in line with what you're doing- depending on what material you're going for, this can happen super early on or way late. Whenever I do something Metallic, I like to switch to a gold palette as soon as possible.
Another thing to keep in mind is minecraft's palette limitations! Generally speaking, try to keep textures to 5-9 colours, filling in between as needed. If you use more base colours, feel free to expand, but do not go over 15 if you can help it. A good rule of thumb for adding additional colours is that you should try to limit them to 3 tones.
When choosing a palette, there's no problem with going with any pre-existing item's colours! In fact, this can be super helpful even when you want to use your own colours, just as a reference.
When you do want to make your own palette, my advice is to choose a strong colour, any hue, saturation in the 60-80 range, value in the 70-90 range. To get strong shading in your palette, drop the value by ~5, increase the saturation by ~5, and shift the hue towards blue by ~5. Do this each time from your base colour. Go in the opposite direction to Increase the perceived brightness. Here, I started with the 5th tone.
Obviously, you can tweak these to your liking; your outline colours should end up a lot darker than this generally speaking, and you might want to ramp all the way up to white for your highlights. You'll also generally want your outline colour to end up with like, max 30 Value & at Full Saturation, with your highlight colour at 100 Value & ~50 saturation if you aren't going for Full White. Lets see what that might look like after changing the most extreme values & then blending accordingly.
At the end of the day, my biggest tips are 1) to look at references constantly in both minecraft's existing sprites and other people's sprites! Take what you like, improve on it where you think it could use improvements. & 2) always zoom out! Even if a texture is perfect, if you've been staring at it too long so up close, it's going to feel weird. Minecraft's most common GUI scale is 2x, so scale the image on your screen somewhere where each pixel is exactly 2x2 and you'll get a good feel for how it'll actually look in-game.
One last tip on a more advanced level: if you're using multiple different base colours, always shift to grayscale very often. Your tones should look indistinguishable in grayscale so that you know that the shapes themselves are strong enough to warrant the multiple colours. This is also very good for accessibility!
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no but if anyone wants to help get my wife and i through to her next paycheck, we're out of pretty much everything 😭 she gets paid friday so we probably don't need much, but anything helps & would be super appreciated. my paypal is here & my wife's venmo & cashapp are @ coquiprincess
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sorry for being a minecraftologist. i've had wiki admins tell me i've been working on the wiki longer than they've known about the game.
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"but what about 1.14? wasn't 1.14 a better update?" 1.14 was a phenomenal update and in my opinion standalone-content-wise a better update than 1.13, however it should be noted that 1.14 was, coding-wise, an encore to 1.13. 1.13 set the stage for 1.14 to be able to add in all those new functional blocks as their own things, which would have been fundamentally impossible prior due to the numeric ID system in place pre-1.13. If we look at 1.13 as a soft-reboot coding-wise, as its own "1.0", then 1.14 would be the true Update following it; we added this new system, now its time to use it. Since then, the majority of the blocks that mojang adds have fallen back to just being variants- another new wood type after another new wood type, no different than if they had just spread out the previous ID system to encompass more numbers. 1.14 added truly functionally unique blocks because 1.13 allowed it to do so.
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I love reading ur posts even if i dont understand all of it. Plz never stop
if there's anything you ever need me to clarify just lmk but i will not stop dw <3
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You can also see this readily apparent with the experimental Combat Test snapshots- they started June 2019, and ran to August 2020. I wonder what major world event may have led to them not following through on developing this major overhaul, something that may have made their development pipeline a bit more complicated.
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i guess ultimately my thesis / analysis is twofold: 1) minecraft fundamentally changed gaming in such a way that we largely moved away from the paid-for DLC format to "games-as-a-service" style updates, which really started gaining more prevalence during the first year of the pandemic, and 2) the industry format and corruption that came with it of "games-as-a-service" that minecraft impacted so heavily then went on to impact minecraft in turn during the first year of the pandemic, leading to them no longer having such a focus on technical overhauls & instead have to focus more on Marketable Content TM.
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Like, did you know that 1.15 (buzzy bees) was originally going to feature a full overhaul / replacement to the 3D rendering pipeline, called Blaze3D? From what I've seen, it's still to this day only partially implemented, like they just... never finished it. It also released December 2019, just when covid was starting to hit.
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i think another huge factor in the evolution of mincraft over time is that minecraft was kinda one of the first big-name games that "updated" over time? & during its lifespan, "live-service" games have become more of a thing; historically, updates were more, yknow, update focused. Not just "new content" for new content sake, but also rounding things out a lot more, filling out the game rather than just adding new ingredient after new ingredient after new ingredient after new ingredient ad infinitum. Which isn't to say Mojang is stuck in this- 1.20.5 was IMO the biggest update Since 1.13's Flattening, basically accomplishing the same thing with Item NBT -> Item Components. Rather, a lot of the time I think Mojang gets stuck in this expectation that they need to release eye-catching tiktok-marketable New ! New ! New ! features rather than really getting in deep with the inner workings of the game itself; this is why everyone remembers "new ocean biomes!" for 1.13, but most folks don't even know what The Flattening is. It's hard to make a less-than-5-minute youtube video showcasing "hey yeah we completely overhauled the internal handling systems for ID slots from integer to string values in such a way that we now have a namespacing system that allows for new content to be added Forever rather than having to worry about reaching the integer limit". Minecraft changed how games "as a service" happened, and then was changed By the concept of games "as a service" in turn. Hopefully they manage to actually pull it back eventually, & I think the new "drops" system is a really good way to do that, especially if they keep major technical overhauls limited to proper Updates.
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It's also really funny though because 1) 1.13 was a famously unstable update at launch, and 2) because 1.13 was The Flattening, it created a necessary rift between mod versions; the fundamental way you added items / blocks / mobs changed! now you could add however many you wanted without conflicts with other mods! but literally just because of this change, many mods were stuck in 1.12, so people kept playing 1.12, and decided "1.12 is the superior version everything since has SUCKED" despite the fact that like... they literally fixed the major limiting factor for mods in 1.13... like with the 1.8 crowd I get it, people don't like the new combat system, but for the 1.12 crowd it was literally just "users not understanding the massive technical change that happened and thinking mods stopped being update because 1.12 was Better TM" like it's Kinda Hilarious
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