Myles McCoy

Myles McCoy

@coolbug.bsky.social

Game dev and pixel artist. I make many games but rarely finish them, here are the exceptions: https://cool-bug-games.itch.io Wait those aren't finished either...

1.7K followers310 following6.5K posts

running out of headroom, had to check in spectator and I think i can just barely fit what I have in mind before I punch into other builds.

After studying the FF1 Dawn of Souls dungeon tilesets, I believe this is pretty much how they do it. The caves are a more complex version that I havent puzzled out yet. #pixelart #gamedev

There are a couple more nuanced elements that I skipped for this post, but ultimately 52 tiles and a handful of strategic unique props and you've got a healthy balance of modularity and variety that I don't believe should ever get too out of hand from a scene-building perspective.

Probably the biggest takeaway for me is that despite it certainly being an 8x8 tileset, they aren't too fussed about making sure every tile is modular; most of the actual tiles are 16x16, or are only 8 along one axis. This makes it easier to design and use, but still flexible.

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so many irregular bits, but at the same time seemingly perfect inter-changeability. They can resolve every shape and corner so many ways.

My social network has been in shambles for so long that I genuinely can't imagine a best case scenario where I make a friend anymore, I'm either stumped or it's a trauma trigger or both. It's not sustainable but the advice I receive to address it is also extremely triggering so I'm really stuck.

I have days where I feel better, but not enough in a row to really make any change that I know of, and the bad days are extremely bad, it's eyes on the prize survival mode. And I get that sharing this is counter productive to the goal but keeping it to myself also feels irresponsible.

I'm above water for the foreseeable future but at the same time I genuinely don't really know that, the swings are so bad and the baseline is so shaky that it's hard to feel confident in that.

People talk about minecraft mob spawners like they're obvious but whenever I double check the dimensions I find a dozen conflicting explanations and all of them are pretty recent and trustworthy so I don't know what to think.

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Apparently the mobs don't need blocks to spawn on, but if that's the case then why aren't all farms just a spawner over a giant pit and a hopper minecart underneath? The existence of these complex waterways to move mobs out of the way seem to imply that a floor /is/ required

People talk about minecraft mob spawners like they're obvious but whenever I double check the dimensions I find a dozen conflicting explanations and all of them are pretty recent and trustworthy so I don't know what to think.

9x9 (actually 11x11 because of rounding error) If there are 6 or more mobs inside a 9x9x? area, the spawner will stop spawning. For the ? I've seen so many numbers. When I watch videos they all seem to break this rule despite giving lip service to its existence, which is extra confusing.

If i just went with the vanilla recipe (3 wheat for 1 bread) it'd be like a 5 block solution, but i insist on the farmer's delight recipe (3 wheat and one water bucket for 3 dough, smelt for 3 bread). refilling the bucket and making sure the crafter doesnt overflow explodes the size.

also if i just played with create or the other automation mods, lol. any more i insist on only using quark and supplementaries to bring everything together, i just really like those mods and feel bad that everyone skips those features in favor of create.

I wish there was another Symphony of the Night to play, but unfortunately I've played them all and nothing really rises to the occasion.

I want to pay someone to design two characters for Dungeon Freak. Not to do the assets themselves, but to design the characters and hand them off to me to make sprites for and stuff. Anyone know anybody or have advice on where to look?