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I drew cats from stardew valley :D
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My take on Pierre Bonnard’s Le Chat Blanc (1894) - 150x232px
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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a funny thing about game development is your game can have hundreds of thousands of eyeballs on it playing it daily and yet once in a while someone messages you like "hey it seems you inadvertently gave these 2 upgrades the same flavor text" and that's the first person to bring it to your attention in the 6 years it's been in the game
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Welcome to One-Thousand Cuts!
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Do you enjoy challenging retro-style video games? How about political intrigue and bloody inter-generational conflict? Or maybe you're into complex moral quandaries that leave you struggling to tell the difference between 'right' and 'wrong' ? If any of this interests you, we've got great news!
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One-Thousand Cuts is a pixel-art side-scroller about a young samurai torn between loyalty and honor. In a dark fantasy world heavily inspired by Japanese history and folklore, this game has a strong design emphasis on simple-yet-satisfying combat, deeply consequential choices, and lore-rich storytelling.
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We started developing concept art for this game in the early days of 2020, and starting late last year, we moved into full-time production! Our team is very small--just our lead pixel artist, two dedicated coders, and a begrudging social media manager (who honestly doesn't know much about this whole "tumblr" thing, but is doing her best).
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We're planning to host our Kickstarter for One-Thousand Cuts in April 2024 (that's next month!!) so we're trying to get the word out everywhere we can! If you'd like to support some aspiring indie game developers, check out the free Demo of our game, now available on Steam! You can also Wishlist the full game (also on Steam) slated for release in early 2025.
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Want to learn more? Our Steam page is full of details about our game mechanics, world building, and much more. If you're interested in getting regular updates about our game's development, or you want to get up close and personal with our designs, animations, and sneak peaks at the full game, you can find much more about us on our official Instagram @one.thousand.cuts ! (P.S., we've got a little DTIYS going until the end of March over there, too!)
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Thanks for reading! Happy playing :- )
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