Thanks so much for all the nice comments, you are amazing! FAQ *Will you release this Renderer?* Yes! Unfortunately not in the nearest feature. The main reason is time. For those of you who are new here: I'm working full time while getting my degree while developing Astortion and there are only so many hours in a day :( *Is this a new technique?* Yes and no. I was so focused on the whole parallax thing that I didn't realize applying it to a single layer was a technique on its own. And that it had been used in many different games already. *How did you get the idea?* At first, I simply wanted to pixelate 3D objects. 3D objects pixelated in perspective flicker a lot when moving. I was able to solve that for orthographic projection though. The problem with perspective is that objects at different distances appear to be moving at different speeds. To solve that I would need to pixelate each distance separately. That's not easily doable with 3D objects. But in classical 2D parallax, objects are already nicely grouped by the distance from the camera. And then it clicked. *How did you implement that?* It's a custom renderer for Unity's Universal Render Pipeline, designed after the built-in 2D Renderer.
Do you, by any chance, know any games that use this technique or some article describing it? I was doing some research before making this video and couldn't find anything. Otherwise I would have mentioned them :(
@@aarthificial don't quote me on this, but I'm pretty sure hyper light drifter had fullscreen pixel res with subpixel scrolling. Celeste also allows the player sprite to distort in non-pixel ways (while jumping), while maintaining a regular pixel grid for the background. I still think what you did with the parallax layers is quite original though, but maybe this is not so obvious to people not working on similar technologies ¯\_(ツ)_/¯
@@VoiceChattin I know, but the fact that both videos got reconmended to everyone without any popular keywords is kinda insane to me, not to mention people clicking on it. Kinda sad that he decided not to make more tho.
We at Pugstorm used this rendering approach in our game Radical Rabbit Stew :) Pugstorm is now using it for real-time indirect lighting, shadows, etcetera. It is a very neat approach to pixel perfect rendering. There are some other games out there that use it, like Enter the Gungeon.
@@aarthificial I personally haven't written about it anywhere, but it is exactly what you do in this video. It is typically called "subpixel perfect rendering" in the game dev community though!
@@prantare Please do a writeup or blog post on this at some point, this is a technique that really needs to be spread in the Unity2d community. It's something I've looked into so much but could never find any info on.
I'm making a custom engine in c++ for a tiny platformer game and just came to say, this was a revelation. I had so many headaches trying to make the camera smooth (I'm rendering in a very low resolution) and this just fixed it! I managed to implement it all in opengl today and it works perfectly, thank you so so much for the idea! Also, keep up with the game, it is an awesome concept and every video is very interesting. Have a beautiful day!
This reminds me of how they solved similar issues for Into The Spiderverse. Characters walk at a different framerate and objects need to work together. They chose a different soloution, as it's a full 3d movie. But the out of the box thinking is similar. Huge respect for this achievement!
@@aarthificial good point! I would definitely keep it closed since its such a god tier renderer It definitely makes Astortion stand out more than it already does
@@_kett2164 Oh no, I didn't mean it like that. It's more about the fact that the time necessary to extract and maintain this renderer would negatively impact the development of Astortion. I've made this video cuz I'd love more people to use this technique
very very cool! one of the most jarring things about side-scroller low-res games is the need to throw away subpixel motion, but having each parallax layer track its own subpixel offset seems like it works great and looks great.
man, this devlog is absolutely amazing, got this video randomly recommended by the algorithm gods and caused me to immediately binge the whole thing from the start the aesthetic you found here is probably among the best game pixel art I've come across ever and the fact that you actually go in depth when discussing design patterns and implementation really sets this series apart from other devlogs also just really goddamn fucking based of you to release stuff you developed along the way as standalone tools for entirely free of charge I wish you all the best with developing this game, and am truly excited to play it once it ends up being all finished and stuff
0:37 Fun fact: In Undertale's Snowdin Forest, there's a golf-like minigame with a snowball that blatantly breaks the pixel grid, designed to be a commentary on the two pixel art styles.
Those lightshafts though, my gosh. I think they look even better because they're aligned to a pixel grid while the camera moves smoothly so that light has a nice chunky solid feel to it.
I LOVE THIS SO MUCH I AM CHOKING UP WITH EXCITEMENT LIKE OMG, you have basically solved my biggest pet peeve with pixelated art styles. Thanks so much for single-handedly refining an artform.
Just finished binging your devlogs and I want to make sure you know that you are doing A LOT right rn. Haven't seen much of your code, but I can tell from your videos that your put a lot of thought into your architecture and you are making great design decisions. I see a similar pattern for gameplay, especially in the earlier videos. You've got a really good feel for what works and what doesn't. Your editing style is really refreshing. I love watching you build tools for yourself and showcasing them in really neat ways. So many other yt game devs focus too much on cramming features and "progress" into every devlog, but you never see them work out their architecture and it scares me sometimes. Keep it up dude. I think a lot of your best traits are things that viewers inexperienced with game/software development might not fully appreciate, but your audience is definitely out here.
I saw this video in my recommended and watched the first minute and immediately knew I wanted to watched the whole series... So I just binged it. All of it. And I am so glad I did. I'm now subscribed and cannot wait for more updates!
I saw the intro and knew exactly, where you were heading. I love it! As a fan of old school pixel art and the fresh new ideas of retro art, I can finally stitch my torn heart. This will enable the nostalgic flair to be transported into the present and future! Thank you!
Like many people here, your video was just reccomended to me and just binge watched the whole series because it's so interesting! Good work, man, there are some pretty intereseting stuff, and I like how you make lots of tools for your game. You just won a new subscriber, looking forward to see else you're planning!
THIS IS SO SICK! I just binge-watched a year of devlogs, you're genuine, share your passion admit mistakes and actually try and better the community as a whole keep up the amazing work dude!
@@georgmethner9886 My implementation is with OpenGL. It's actually not very complicated. Basically, all the things that need to be rendered at low res should be rendered to a low resolution texture that is then drawn along with everything else at full resolution. It just needs to be offset based on the difference in the camera position and the camera position rounded to the low res, so it appears in the correct position. Sorry for the very quick explanation. I'm not currently using this feature. I will try to help if you have more questions.
I love it! The smooth scrolling solution reminds me a lot of how it was done on the Commodore 64 (and maybe elsewhere?). From memory, your tiles (the reprogrammed character set) were 8x8 pixels, and to do coarse scrolling you ultimately had to copy the entire screen across. But to do that scrolling smoothly there were registers in the graphics chip which could offset all the tiles by 1 to 8 pixels (one for horizontal and one for vertical). Seeing the results at 2:05 was a nostalgia trip: reminded me a lot of messing with that and trying to get smooth-scrolling working :)
You gave me the final piece I needed for wrapping my head around smooth camera movement with upscaled render targets. Fantastic video, sharing it now with my discord.
Next to what everyone has said about your incredible solution - and possibilities.... 1:37 *cutting the music "OK enough of that." Brilliant! Rewinded 3 times.
This is amazing. I was always thinking about combining these styles, but never accomplished to do so. Can you provide more technical information on how to achieve this in the future video?
Hiho! I just binged your complete devlog series up until now! Completly blown away by your work! Gameplay looks briliant, puzzles you can make with what you have shown super interesting and the artstyle feels immersiv!
My preference in pixel art is: where the only non-pixel perfect legal transformations of pixel art are transformations, and integer-scaling. You a managing to make a thing that does that procedurally, good job!
this is exactly what I thought was missing in a lot of pixel art games! I was always a fan of the retro style and feel like modern shading dynamics would work so well. you deserve more subs
This kind of pixelart effect was used in Dead Cells but this looks more flexible. I just wonder how does it look with more detailed textures while in movement.
I've never played Dead Cells, but I did analyze some footage of it before making this video. I guess that they do the same thing but for the entire screen. That's why the background layers still appear to be snapping to the grid, like the trees here: ruclips.net/video/-mEZSPCAEt8/видео.html
This game looks absolutely amazing!! Art especially pixel art is what I feel always holds me back, I’m much more programming centric, so I love the technical explanations of how systems work.
This technique is incredible but what's more incredible is the fact that you were able to give a comprehensive breakdown of how it works in like 3 minutes!
I recently got one of your devlogs recommended to me and I just binged through the whole playlist. Your videos are so entaining to watch with all the little jokes and the game looks so beautiful and satisfying to play! Looking forward to next video. Cheers
It doesn't happen often that a single video gets me to click that subscribe button, but dam, this one did it! It really is an incredible discovery in a genre that I love as both a maker and a player! I can't wait to see more of what you're working on - and I suspect there are more videos waiting if I click on that channel...
Inspiring stuff you've got here! I really like your smooth terrain deforms and crisp output pixels (comment for the youtube gods, may the algorithm be forever in your favor)
nice video, your solution is really inventive. in my projects i tend to just rotate the characters and let the pixels get deformed as i thought it was making the pixel art more believable, but this seems like an better solution
Thanks so much for all the nice comments, you are amazing!
FAQ
*Will you release this Renderer?*
Yes! Unfortunately not in the nearest feature. The main reason is time. For those of you who are new here: I'm working full time while getting my degree while developing Astortion and there are only so many hours in a day :(
*Is this a new technique?*
Yes and no. I was so focused on the whole parallax thing that I didn't realize applying it to a single layer was a technique on its own. And that it had been used in many different games already.
*How did you get the idea?*
At first, I simply wanted to pixelate 3D objects.
3D objects pixelated in perspective flicker a lot when moving.
I was able to solve that for orthographic projection though.
The problem with perspective is that objects at different distances appear to be moving at different speeds.
To solve that I would need to pixelate each distance separately.
That's not easily doable with 3D objects.
But in classical 2D parallax, objects are already nicely grouped by the distance from the camera.
And then it clicked.
*How did you implement that?*
It's a custom renderer for Unity's Universal Render Pipeline, designed after the built-in 2D Renderer.
I see you're using unity, once it's released, will it be able to work in godot?
Unfortunately no. It should be possible to implement this in any engine, but this implementation is specifically for Unity :(
RUclips recommandations bring me here and I'm curious : what aps you are using for the old version of programming?
Ur ga3
@@eduardomunhoz1581 Follow Nesi, he should be releasing a tutorial for Godot soon-ish.
My man just solved the biggest problem in pixelart game history and it only took him less than 4 minutes to explain it. You are incredible sir
Thanks so much, as usual!
Noce
I mean it's not a new invention by a long shot, but it does produce some very nice results.
Do you, by any chance, know any games that use this technique or some article describing it?
I was doing some research before making this video and couldn't find anything. Otherwise I would have mentioned them :(
@@aarthificial don't quote me on this, but I'm pretty sure hyper light drifter had fullscreen pixel res with subpixel scrolling. Celeste also allows the player sprite to distort in non-pixel ways (while jumping), while maintaining a regular pixel grid for the background.
I still think what you did with the parallax layers is quite original though, but maybe this is not so obvious to people not working on similar technologies ¯\_(ツ)_/¯
We had RETRO STYLE
then we got the MODERN STYLE
And now for the first time ever:
FUTURE STYLE
hybrid
@@AgnisNeZvers future style
@@ls200076 That implies that there is something new but this is a combination of existing methods. Hence - Hybrid Style.
@@AgnisNeZvers youre correct in that you stated a fact, but you are also wrong as you missed the entire point of dubbing it future style
Aarthificial Style?
Now that’s pretty epic
Now that's pretty epic
146k subs for just 2 videos? Wtf?
@@Nnm26 his second video blew up. And it was one of the highest quality video I've seen
@@VoiceChattin I know, but the fact that both videos got reconmended to everyone without any popular keywords is kinda insane to me, not to mention people clicking on it. Kinda sad that he decided not to make more tho.
@@Nnm26 I personally think that RUclips recommended his videos is because everyone who watches them watch till the end meaning a ton of engagement
Great presentation: ✓
Short and informative: ✓
Full CC coverage: ✓
This channel deserves 10 times the attention it's getting
This is one of the coolest and most original and creative things I've ever seen. Astonishing work, as always!
Thanks!!
We at Pugstorm used this rendering approach in our game Radical Rabbit Stew :) Pugstorm is now using it for real-time indirect lighting, shadows, etcetera. It is a very neat approach to pixel perfect rendering. There are some other games out there that use it, like Enter the Gungeon.
@@prantare Awesome! Can I read about it in more detail somewhere? I'd love to know how you've approached this
@@aarthificial I personally haven't written about it anywhere, but it is exactly what you do in this video. It is typically called "subpixel perfect rendering" in the game dev community though!
@@prantare Please do a writeup or blog post on this at some point, this is a technique that really needs to be spread in the Unity2d community. It's something I've looked into so much but could never find any info on.
I'm making a custom engine in c++ for a tiny platformer game and just came to say, this was a revelation. I had so many headaches trying to make the camera smooth (I'm rendering in a very low resolution) and this just fixed it! I managed to implement it all in opengl today and it works perfectly, thank you so so much for the idea!
Also, keep up with the game, it is an awesome concept and every video is very interesting. Have a beautiful day!
That's so awesome! Thank you and best of luck with your game!
This reminds me of how they solved similar issues for Into The Spiderverse. Characters walk at a different framerate and objects need to work together. They chose a different soloution, as it's a full 3d movie. But the out of the box thinking is similar. Huge respect for this achievement!
Thanks so much!
You're living in 2049 with that renderer while we stuck out here in 2021 with our peasant pixels
Holy crap this is brilliant! Its like the best of both worlds, I will 100% use this if you end up making it public
Thank you! I'd love to do that but it will probably have to wait till Astortion is finished
@@aarthificial good point! I would definitely keep it closed since its such a god tier renderer
It definitely makes Astortion stand out more than it already does
@@_kett2164 Oh no, I didn't mean it like that. It's more about the fact that the time necessary to extract and maintain this renderer would negatively impact the development of Astortion.
I've made this video cuz I'd love more people to use this technique
@@aarthificial OHH I see!
I can definitely see this as the new standard for modern pixel art games
very very cool! one of the most jarring things about side-scroller low-res games is the need to throw away subpixel motion, but having each parallax layer track its own subpixel offset seems like it works great and looks great.
Thanks so much!
Also, love your work! It's a huge inspiration to me
@@aarthificial oh that's great :)
man, this devlog is absolutely amazing, got this video randomly recommended by the algorithm gods and caused me to immediately binge the whole thing from the start
the aesthetic you found here is probably among the best game pixel art I've come across ever and the fact that you actually go in depth when discussing design patterns and implementation really sets this series apart from other devlogs
also just really goddamn fucking based of you to release stuff you developed along the way as standalone tools for entirely free of charge
I wish you all the best with developing this game, and am truly excited to play it once it ends up being all finished and stuff
Thanks so much!
It means a world 🖤
Same XD
Your style is fantastic! I really like how you think, and how you present information. Excellent.
0:37 Fun fact: In Undertale's Snowdin Forest, there's a golf-like minigame with a snowball that blatantly breaks the pixel grid, designed to be a commentary on the two pixel art styles.
Amazing video, love how you bring these backend systems that usually get overlooked to the foregroud with these devlogs!
Thanks!
I very much enjoyed this video
Glad to hear that!
Those lightshafts though, my gosh. I think they look even better because they're aligned to a pixel grid while the camera moves smoothly so that light has a nice chunky solid feel to it.
Thanks!
They were a nightmare. Had to literally rewrite the entire renderer for them to work. Definitely worth it though 🖤
I am by no means a pixel artist or game designer, but this has me hyped for the future of pixel art games.
That moment when the floor bends and remains perfectly pixelated... So satisfying
I LOVE THIS SO MUCH I AM CHOKING UP WITH EXCITEMENT LIKE OMG, you have basically solved my biggest pet peeve with pixelated art styles. Thanks so much for single-handedly refining an artform.
AAA DEVS HATE HIM
--> see how he revolutionized the pixel art world with ONE SIMPLE TRICK!
god damn dude
This comment deserves a hundred more likes, and this video a thousand.
Just finished binging your devlogs and I want to make sure you know that you are doing A LOT right rn. Haven't seen much of your code, but I can tell from your videos that your put a lot of thought into your architecture and you are making great design decisions.
I see a similar pattern for gameplay, especially in the earlier videos. You've got a really good feel for what works and what doesn't.
Your editing style is really refreshing. I love watching you build tools for yourself and showcasing them in really neat ways. So many other yt game devs focus too much on cramming features and "progress" into every devlog, but you never see them work out their architecture and it scares me sometimes.
Keep it up dude. I think a lot of your best traits are things that viewers inexperienced with game/software development might not fully appreciate, but your audience is definitely out here.
Thanks so much, it means a lot!
So beautiful! This is amazing, I hope more games use this technique
That's amazing! Super interesting technique! Your game also looks really good!
Thanks so much, it means a lot!
I saw this video in my recommended and watched the first minute and immediately knew I wanted to watched the whole series... So I just binged it. All of it. And I am so glad I did. I'm now subscribed and cannot wait for more updates!
Glad you liked the videos!
Genius idea really. Also the light effect at 3:02 looks insane.
Thanks!
This is impressive. Keep up the great work!
Thanks! I'll do my best
I saw the intro and knew exactly, where you were heading. I love it! As a fan of old school pixel art and the fresh new ideas of retro art, I can finally stitch my torn heart. This will enable the nostalgic flair to be transported into the present and future! Thank you!
Here's a comment to feed the algorythm, because this stuff deserves more views.
I am subscribing, you're one of the few developers that sound like actualy they know what they're doing.
Like many people here, your video was just reccomended to me and just binge watched the whole series because it's so interesting! Good work, man, there are some pretty intereseting stuff, and I like how you make lots of tools for your game. You just won a new subscriber, looking forward to see else you're planning!
Thanks so much and welcome aboard!
Your new lighting reminds me of "The Last Night".
Love what you do man, always so happy to see more!
I've been using this combination of styles for a while now but your implementation is definitely better than mine, nice work!
THIS IS SO SICK! I just binge-watched a year of devlogs, you're genuine, share your passion admit mistakes and actually try and better the community as a whole keep up the amazing work dude!
Thank you so much! You literally made my week :)
IDK why RUclips recommended this to me, but I am really glad it did.
this videos quality alone shows me you will go places! keep the great work
Thanks so much!
Nice. This is a weird coincidence, because I recently implemented basically the exact same thing in my engine, for the same reasons.
Hey trying the same thing... any way to contact you? Maybe discord?
@@georgmethner9886 My implementation is with OpenGL. It's actually not very complicated. Basically, all the things that need to be rendered at low res should be rendered to a low resolution texture that is then drawn along with everything else at full resolution. It just needs to be offset based on the difference in the camera position and the camera position rounded to the low res, so it appears in the correct position. Sorry for the very quick explanation. I'm not currently using this feature. I will try to help if you have more questions.
@@zonkle hmm that sadly doesnt help a lot. The problem im facing atm is rather resizing the screen texture
That is so cool, keep the good work, I'll always be watching!
Thanks so much!
I love it! The smooth scrolling solution reminds me a lot of how it was done on the Commodore 64 (and maybe elsewhere?). From memory, your tiles (the reprogrammed character set) were 8x8 pixels, and to do coarse scrolling you ultimately had to copy the entire screen across. But to do that scrolling smoothly there were registers in the graphics chip which could offset all the tiles by 1 to 8 pixels (one for horizontal and one for vertical). Seeing the results at 2:05 was a nostalgia trip: reminded me a lot of messing with that and trying to get smooth-scrolling working :)
Thanks for sharing that! I'm too young to remember Commodore but the technique seems fascinating
Nice Devlog, I watched it all.
It helped me to get some ideas for games I make right now,
hopefully your game will be finished.
Good Luck!
Thanks and good luck to you too!
=D
He took pixel art style to next level!!! Lets gooooooo
Just binge watched every video! Absolutely inspired and excited to see more from this journey. Time to boot up Unity again!
Glad to hear that! Good luck with all your new projects!
I haven't clicked this fast EVER
You gave me the final piece I needed for wrapping my head around smooth camera movement with upscaled render targets. Fantastic video, sharing it now with my discord.
i had an idea like this once but then after i had that idea i thought "eh, I'm lazy imma just go the low-resolution route."
Thank you for the English subtitles. I don't have enough practice to easily recognize voice and subtitles help a lot.
1:28 Imma rewatch that dramatic moment
Dude this looks soooo gooooood!!!!
Always happy to see a new video from you, keep it up!
Thanks so much!!
I would have straight up kept watching the cheesy documentary version at 1:30 forever haha
Thank you for sharing this stuff on the internet.
It's great to see the problems and your thought processes to solve them.
man i dont have many people with the bell hit but you surely deserve it
Next to what everyone has said about your incredible solution - and possibilities.... 1:37 *cutting the music "OK enough of that." Brilliant! Rewinded 3 times.
This is amazing. I was always thinking about combining these styles, but never accomplished to do so. Can you provide more technical information on how to achieve this in the future video?
Thanks! Yes, I'll definitely share some more info once it's finished
I dont how i got here, but im staying. Great video! I now feel the need to watch all the past devlogs.
Wait this technique isn't that costly. That's mind blowing.
Hiho! I just binged your complete devlog series up until now! Completly blown away by your work! Gameplay looks briliant, puzzles you can make with what you have shown super interesting and the artstyle feels immersiv!
Thanks so much, it means a world to me!
This is amazing!!!!
I love these short technical videos. Your ability to quickly explain something in such a clear and concise manner is a gift.
My preference in pixel art is: where the only non-pixel perfect legal transformations of pixel art are transformations, and integer-scaling. You a managing to make a thing that does that procedurally, good job!
this is exactly what I thought was missing in a lot of pixel art games! I was always a fan of the retro style and feel like modern shading dynamics would work so well. you deserve more subs
Hey-- what do you think about hexagonal pixels?
2:51 Alice rotating around randomly in this beautiful dramatic-looking scene is hilarious
This kind of pixelart effect was used in Dead Cells but this looks more flexible. I just wonder how does it look with more detailed textures while in movement.
I've never played Dead Cells, but I did analyze some footage of it before making this video. I guess that they do the same thing but for the entire screen. That's why the background layers still appear to be snapping to the grid, like the trees here: ruclips.net/video/-mEZSPCAEt8/видео.html
I've only watched 2 of your videos, but I'm hooked! You have so many cool ideas, I'm subscribing!
I love this. Normalize pixel perfection!!!!!! Adobe should hire u to fix their software (okay, maybe that's too ambitious for one guy, lol). Great job
This is the type of content that blows my mind. Keep it up!
You rotate the sprite so it breaks the pixel perfection so i dont get what's even the point, you just do things the hard way
This game looks absolutely amazing!! Art especially pixel art is what I feel always holds me back, I’m much more programming centric, so I love the technical explanations of how systems work.
Dude this is amazing! Like how is a 4 min video so informative... Thanks!
Yoooo!! This looks sick!! I got recommended your channel by a friend of mine and I’m so glad I took their advice. Keep the good work up mate!
That's so cool! Thank you!
It's funny that you mention it.
I was using a very similar method of moving the camera back when I used to make flash animations years ago.
This technique is incredible but what's more incredible is the fact that you were able to give a comprehensive breakdown of how it works in like 3 minutes!
ngl, you're a genius!! so happy I discovered you at the beginning of my gamedev journey
The concept is genius and the execution flawless, my hat is off to you, Sir!
This is so advanced for me, next-level thing.
I love your videos, cheers!
I recently got one of your devlogs recommended to me and I just binged through the whole playlist. Your videos are so entaining to watch with all the little jokes and the game looks so beautiful and satisfying to play! Looking forward to next video. Cheers
Thanks, glad you like them!
Just amazing! Dude, you are a really cool developer!
Thanks!
Your videos are amazing, keep up with the good work!
Thank you!
Wow! Your pixel art is amazing, and so is your shader coding!! Keep up the great work!
I'm so glad this was recommended to me, I totally love this.
Keep up the great, wonderful work! :D
Thank you! Will do!
No way! This is amazing! Really great job mixing the best of both worlds!
It doesn't happen often that a single video gets me to click that subscribe button, but dam, this one did it! It really is an incredible discovery in a genre that I love as both a maker and a player! I can't wait to see more of what you're working on - and I suspect there are more videos waiting if I click on that channel...
Wow, this is so gorgeous! I can't wait to see how you leverage this!
The lightshafts look amazing! I had no idea that bringing pixel art and complex render tehniques together would yeld such an amazing result.
Your channel is so underrated. Looking forward to next week!
Straight to the point, no bs, amazing content and info!! Subscribed))
Yes! I was waiting for another devlog, awesome!
I am consistently amazed that you always seem to solve problems in ways I never would have thought of.
You make awesome videos
man, this looks so cool. this is the first time I've hadyour channel recommended, but clearly I need to catch up.
So glad i found out about your channel. It's a special feeling finding a gem like this one :)
Thanks :)
absolutely brilliant video can't wait to see more
This looks gorgeous. I really appreciate that you're able to put so much effort into the production of such a short and concise video.
WOW! This is amazing! When I saw those light shafts I was stunned!
Inspiring stuff you've got here!
I really like your smooth terrain deforms and crisp output pixels
(comment for the youtube gods, may the algorithm be forever in your favor)
nice video, your solution is really inventive.
in my projects i tend to just rotate the characters and let the pixels get deformed as i thought it was making the pixel art more believable, but this seems like an better solution
You never stop amazing me, thanks for sharing this stuff man
Looking at your work just light a flame inside my heart each time . Truly Inspiring and beautyful :)
brilliant work. looking forwards to seeing more from you.
Pretty sure these are some of the best explanatory videos I have seen... Extremally niche, but still frustratingly underrated