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ive just downloaded this generator, ill be using it in a space themed incremental game, but i cant understand why, if i export two spritesheets in the same 5 minutes, the second one will replace the first one, leaving me with only one spritesheet, the last one
Incredible work btw, i was just looking for something like this and then ur planet and backgorund generator came out and saved the day
I said it last year, but I'm saying this again: awesome job with this and the shader code behind it.
I eventually found the gameplay to use it + your background generator and I'm releasing Aeons of Rebirth on Steam soon (Beta next week, release before end of year).
https://store.steampowered.com/app/4113200/Aeons_of_Rebirth/
> Is it a bit of a tactical game? Looks interesting.
I wanted it to be an incremental game like Digseum, so it's not really tactical, as you can't "lose". It's just a matter of how fast you gather resources to move forward in the prestige system and the story; depending on your choices, in terms of skill tree and how you set up your logistic routes.
The new trailer on the Steam page is more representative of what the gameplay is.
And BTW, I got over 2000 upvotes on a sub, which is big, I guess mainly because of your shaders, so again it's really cool <3 It's like the ultimate space game asset pack with modularity and it's free!
https://www.reddit.com/r/gamedevscreens/comments/1oh7old/comment/nm5h9k5/
I just released a game where we made heavy use of this generator as well as your space background generator. Thank you for making this!
https://cache31522.itch.io/project-kardashev
Hi! Thank you so much for these pixel space generators (planets and backgrounds) as I used them in my GMTK Game Jam entry: Planet Looper (https://benbevan.itch.io/planet-looper). I keep getting compliments over the pixel art and have made sure you're credited throughout because, without you, my game probably wouldn't be as successful as it has been!
https://i.imgur.com/fY0Rn5w.mp4
It seems the lava world has a texture bug on one side. Especially visible on high resolution while changing the light direction.
We used your assets and credited you on our game https://gringo-charlatan.itch.io/starship-farmers. Thank you!
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
It's definitely hard to spot sometimes.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
asdfI tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
asdf2If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
Hi! I had a similar problem, and I solved it in a kind of hacky way.
If you match the number of frames to 2 times the width of the planet, so that each frame moves one pixel, it will create a smooth pixel by pixel animation. I wanted 60 pixel wide planets, so I exported the spritesheet with 120 frames. The actual exported sheet was 24 columns by 5 rows.
Doing this lets you have a smooth animation and you can adjust the speed in the code.
Probably any multiple of the planet size would work, so for 400 pixels wide, your case, 800 frames would give a 1 pixel movement, but 400, 200, or 100 frames should work; the movement per frame for those should be 2px, 4px, and 8px. But without any frames skipping. (Any multiple should work, so 80 frames = 10px/frame, etc)
Your mileage might vary, but it worked for my use case. Good luck, and cheers!
It's definitely possible to create some kind of rectangular map from them, but to be honest, I don't know what projection that would be. Currently the shader works by starting with a flat texture, and then applying a kind of 'spheriphication' filter on it. So if you just don't do that you would have a map