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Mrmo Tarius

214
Posts
9
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3,443
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A member registered Feb 12, 2018 ·View creator page →
@MrmoTarius@MrmoTarius@mastodon.art@mrmotarius.bsky.social

Creator of

A bundle including all of the deluxe versions of my processes!
A dungeon-oriented two-bit tileset
All-purpose 1-bit tileset
An experimental GBC tileset demo
Platformer
Play in browser
Experimental hand-painted tileset
Blender based LCD emulation process
Blender-based cross-stitch embroidery emulation process
An offset printing emulation process in Blender
A bricky isometric tileset
A stylish 8x8 bitmap font
A dungeon-oriented two-bit tileset
A CRT emulation process in Blender
All-purpose 8x8px isometric tileset
All-purpose 1-bit tileset
A versatile three-color low resolution tileset

Recent community posts

Hello and thank you very much for purchasing!

In the current version of the set, only the sprites contain transparency- I was drawing them that way in order to try and conform to the Game Boy graphic specifications :)

Yep, the deluxe version actually lacks the BD controls, as it was made back when I figured since it was being displayed on a "physical" model it would always be distorted in the same way (which is, of course, not true and is something I'd have fixed for the later processes!) and I'd just scale the display object itself along the Y axis and move it back towards the focal plane :)

You could do that as a quick method to flatten the display in "Deluxe", or, if you need to apply the distortion modification to the image without affecting the shadowmask, you could append the "Pincushion" node group from TriCRTops into the MRMO-CRT nodes- both approaches should be pretty easy to do, and I could make a quick how-to!

Thank you very much for purchasing :D
Please do give it a try! :D

Immediately shot up to my top best GBC games. This is really really good to play and to look at. Gotta try it on real hardware eh!

Thank you! Yes, the tilesets (and the palette) are provided as .png files.

Awesome! I'll be following the progress :)

Thank you! I'm pretty sure there's some games that use it forsomething, haha :D

This one, for example: https://klicktock.itch.io/gusano-go

And https://jontopielski.itch.io/echo-chamber

Hello and thanks a bunch for buying my stuff! :D

I guess if you carefully position a plane with an animated texture somewhere, it should get reflected? The HDRI is a world shader texture, I hadn't tried it but this could also be an animated texture :D

Hey! Unfortunately due to an extremely busy schedule I'm not able to take on any commissions at the moment. I did add some tiles recently, though, and will keep furniture in mind for possible future updates :)

Hmm, I'd usually just plug in the video I want rendered into the image input and render out the result as either a png sequence or a video file, it's material shader based so the input video has to go "through" that process somehow :)

Hello and thank you very much for supporting me!

MRMO-CRT uses a procedurally generated shadowmask, in the aptly named "ShadowMask", node group (a subgroup within the "Composite Shadowmask") group. You could circumvent the procedural mask, and plug in your own texture, something like this:




Hey! It's due to the ink colors being used not "true" cyan, magenta and yellow; could you change them and see if it's any different?

Of course! 

I thought it'd be useful to split the tiles into "shapes" and "specialized" stuff, like I did with MRMOTEXT, as it helps me construct scenes faster. As for the palette, I made it with the help of Dawnbringer's specialized palette analyzer for Grafx2, so it should (in theory) cover a large part of the RGB color space while having mutually distinct colors with the main focus on the primaries (plus magenta and some "nougat" tones).

Hey! Textmode is kind of niche but when done "properly" can both look very nice and be rather easy to work with. The way I see it, as I'm not aware of an actual textmode-compatible game engine editor existing, there's two options to implement textmode assets in a game:

-Either create a custom system or editor to interpret and manipulate textmode assets, create levels and objects and export the necessary data (which would allow for more creative freedom and ease of use, at the cost of having to make the editor "engine" yourself), or

-Improvise! I used LDtk with custom, pre-made tilesets (basically, copies of the "main" textmode tileset with several different color combinations) to make some nice looking results! It's more limited in the sense of available colors and creative freedom, and the duplicated tilesets can be a bit cumbersome to navigate, but allows the use of a really good, easy to use game-focused tile-based editor :)

Also, I'd definitely research thegame-making aspect of Playscii, as it's intended to be a python-based game development tool. I'm certain it can export useful game data in at least *some* way, but it's always been outside of my scope of expertise so I can't provide much useful info on that.

Hey! Thanks a lot for supporting me, and I hope you have fun making stuff with the processes!
TriCRTops should actually work with Cycles, I used to use some Eevee-specific nodes but they should all have been replaced, and I left the process as "Eevee-only" basically just because I hadn't tested it properly. Just disable the "From Instancer" option in the UV Map and it should work!


Hey! It would be redistribution, but I guess if you included the font license info with the project in some way it should be okay? In any case, you have my permission to do so! Whatever you're working on, looks nice!

Hello! I've read your request :)
I definitely plan to expand Chthonic Masonry, but I have no fixed schedule for it at this time. Feel free to list stuff you'd like to see added, and I'll consider it!

Technically, it depends on what you consider to be "assets"? As long as you're not redistributing the tileset itself, it should be okay :)

Hello! For 3d stuff, I am using Crocotile, Blender, or a combination of the two :)

Hello! It's redistribution :/

But you could allow for external assets in your project! :)

Any updates to any of the included products will also be included into this bundle, and I'm using all of them on Blender 4.3.1. If anything breaks due to the new Blender versions, I'll try and fix it as soon as I can.

*edit* oh also, all of the processes have free versions so feel free to test those!

Not at all, I've definitely had tiles go missing before, especially after I update the tilesets :) 

For example, the arrow tiles in "Goblins" were all "arrow up" for quite some time! :D

Could you please check tiles at coordinates 10,3 to 11,4? (starting from 0). What tileset are you using?

Very nice! I don't have a fixed roadmap but I definitely want to add more stuff to the tileset.

Thank you very much for supporting my work!

You can set the picker toggle key to "press" to keep the character picker open, that's how I use it :)

It unfortunately does, and I'm really not sure how to deal with these as I've had similar propositions for my other tilesets before. Maybe make it so that it requires the assets to be placed somewhere manually?

REXpaint resizes the UI according to the tileset it uses, and it was impractical for me to make a X3 version as the UI extended past my desktop resolution, making it unusable. It's basically the only reason I'm not using REXPaint more :/

Hey! I'm glad you like it :D
My go-to palettes right now would be DB32 and AAP-64 as great "generic" all-purpose palettes. Most of the color mockups on the project page use AAP-64!

You can change any of the sub-windows to "Shader Editor" and switch its type from "Object" to "World" :)
Blender's UI is extremely customizable like that!


The "shell" material is set up to receive two separate colors from the main geometry nodes "control panel"- logo color 1 and 2- and uses two textures to determine where those colors get mixed on the shell, as well as to raise the "print" level via bumpmapping so that it reflects the lights appropriately. 


In order to use a full color image logo "print", you'd need to switch the two textures and edit the shader node connections. Basically, you need a black-and-white image of the logo to use as a "mask" and a full-color image to determine the colors, and then link the output from the first "mix" node like so, that it replaces the color attributes coming from geometry nodes:

Hopefully, this will give you the desired result!


Hey! The reflection comes from the HDR texture used for lighting the scene. Not only can you move or remove it, you can use a custom HDR environment if you want, and rotate it using the "Mapping" node to get it just right :)


Hey! I'll look into making more options, thanks for the references! :D

Hey! You can do it by replacing the textures in the "Shell Material.J" material!

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