I’ve said it before and I’ll say it again, most of y’all don’t know what it’s like to be a fediverse developer of a popular project and have to deal with all the negative feedback and personal attacks
Let’s be nicer to the devs of the fediverse who have been doing this mostly unpaid for the greater good, all I ask is for basic respect!
Anfora, Prismo, Firefish and dozens of other projects have been abandoned by their devs, and I’d bet the fediverse mentality towards devs is part of the reason
One good way to support the Fediverse's volunteer devs: ask them to work with volunteer design and user-research practitioners who help them to develop and test usable designs – before any substantial code is written.
Testing mockups and prototypes with the community would reduce unhappiness all around.
A nice man at a Barnes & Noble showed me this new #boardgame he invented with homemade materials. It's an impressively strategic #game he calls "Ferret".
Let's see if I can adapt it to #pico8 (and if I can get his permission to release it once it's done, if I finish it!).
A more traditionally looking #JRPG#pixelart#mockup done in authentic #NES graphics limitations of 4 palettes of 4 colors, all sharing one background color, and only one palette per 16x16 pixels block. No sprite overlays.
Here is another recently made #pixelart#mockup of a platformer game with multiple depth "lanes", done in authentic #NES graphics as usual. I still want to turn this one into a prototype when the new life as a father gets settled down a bit, and I can do some #gamedev again, who knows :)
Yet another #pixelart scene #mockup done in authentic #NES graphics under the common 16x16 color attribute grid, but trying to hide and dodge the grid as much as possible, while keeping it colorful enough :)
More recent #pixelart done in authentic #NES graphics. In this #topdown scene #mockup I have used all the 4 palettes with a lot of shared colors to render fewer materials (stone and grass) but at many different angled bevels, trying to wrap the texture seamlessly around all the ramps and flat surfaces. Could be done with less colors to allow more materials, but the shading and shadows would be less natural and interesting.
Hey! It's been a while since I updated mastodon! I'll be posting my recent #pixelart done in authentic #NES graphics, where I try to push the restrictions as much as possible. Here are two #isometric#mockup takes that can work on the NES without any fancy mapper or programming tricks 😀