13px πŸ‡ΊπŸ‡¦πŸ‘Ύ

13px πŸ‡ΊπŸ‡¦πŸ‘Ύ

@13px.games

πŸ––πŸ» I draw pixel art and make games 🏠 https://13px.games πŸ‰ Making #Redungeon 🦊 Making @foxtailgame.com πŸͺ£ Worked on #Greedventory πŸ•ΉοΈ Game Jams β€’ https://13px.itch.io

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ΠŸΡ€ΠΈΠ²Ρ–Ρ‚, Π±Π»Π°ΠΊΠΈΡ‚Π½ΠΈΠΉ ΠΌΠ΅Ρ‚Π΅Π»ΠΈΠΊΡƒ! I'm 13px. This account is all about tiny squares: static, moving, interactive β€” I πŸ’› all of them.

My hobby: Unity tools (Part 2) This time, #Redungeon. Ported from 10 y.o. custom Monogame engine, the whole game is one GameObject. And yet: β€’ deep runtime inspection & in-game vis β€’ Roslyn-powered dependency/flow map β€’ signal monitoring and logic tracing More πŸ§΅πŸ‘‡ #gamedev β€’ #Unity β€’ #gametools

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Of course, real power comes from synergy between all these tools. When something goes wrong, I can instantly see it in the signal bus and drill in. Why did this happen? Which system reacted like that, to which event? Give me this code immediately!

Part 1 of this mini-series was about my other active project, #Foxtail. Those tools are just as complex, but solve a completely different set of problems: scene management, code generation, l10n, code-as-data. Perhaps I'll post about them in more detail one day. bsky.app/profile/13px...

My hobby: writing a stupid amount of custom editors to make Unity feel like it was designed for a particular project. This here is some of the stuff I wrote for @foxtailgame.com (on top of @dave.powerhoof.com's insanely cool #PowerQuest) #Foxtail β€’ #pointandclick β€’ #adventuregames #gamedev β€’ #Unity

My hobby: Unity tools (Part 2) This time, #Redungeon. Ported from 10 y.o. custom Monogame engine, the whole game is one GameObject. And yet: β€’ deep runtime inspection & in-game vis β€’ Roslyn-powered dependency/flow map β€’ signal monitoring and logic tracing More πŸ§΅πŸ‘‡ #gamedev β€’ #Unity β€’ #gametools

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Next is Roslyn-powered static code analyzer giving me a map of entities, systems, and events. Metadata is captured from code topology, comments, and attributes. Every connection is accounted for, complete with rich documentation and active links back to lines of code. Graph sim is custom, too.

See, information flow is left to right. Player has Movement system. It reacts to Input signal and to Face Direction command. It checks if we're Paralyzed (duh). It in turn changes Draw Position, and notifies others when we make a step or turn. That is all *peaceful_music*

My hobby: Unity tools (Part 2) This time, #Redungeon. Ported from 10 y.o. custom Monogame engine, the whole game is one GameObject. And yet: β€’ deep runtime inspection & in-game vis β€’ Roslyn-powered dependency/flow map β€’ signal monitoring and logic tracing More πŸ§΅πŸ‘‡ #gamedev β€’ #Unity β€’ #gametools

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Signal Monitor is a big one. I can see exactly which systems reacted to an event (and how), which ignored it (and why), the exact data that was sent, where in the world it happened, how one thing leads to another and in what order. It can also include log messages with attached data (bye, Debug.Log)

I can also construct arbitrary events, save them as presets and inject them into the event bus of any entity at any time (e.g. to debug dying from fire while sliding or something). For that I can pick entities with my mouse directly from the game view (another feature that's not free in our case)

My hobby: Unity tools (Part 2) This time, #Redungeon. Ported from 10 y.o. custom Monogame engine, the whole game is one GameObject. And yet: β€’ deep runtime inspection & in-game vis β€’ Roslyn-powered dependency/flow map β€’ signal monitoring and logic tracing More πŸ§΅πŸ‘‡ #gamedev β€’ #Unity β€’ #gametools

Custom inspector tool is simple enough, but still nice to have when I can't get it for free. "We're paralyzed and have 10 px elevation because we're flying", easy to see. As a bonus, it's integrated with other essential tools like time control, cheats, etc.

Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread πŸ§΅πŸ‘‡ #gamedev β€’ #shader β€’ #pixelart β€’ #slime β€’ #metablob β€’ #breakdown

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Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread πŸ§΅πŸ‘‡ #gamedev β€’ #shader β€’ #pixelart β€’ #slime β€’ #metablob β€’ #breakdown

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Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread πŸ§΅πŸ‘‡ #gamedev β€’ #shader β€’ #pixelart β€’ #slime β€’ #metablob β€’ #breakdown

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Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread πŸ§΅πŸ‘‡ #gamedev β€’ #shader β€’ #pixelart β€’ #slime β€’ #metablob β€’ #breakdown

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Step 3️⃣: Fill this shape and add outlines strategically. The dark area represents ground contact point, so shift it down to instantly create the 3d effect. Add a highlight along the top edge to imitate lighting.

Here's how our liquid snake effect works in our #gmtk2025 entry Slugoborus. Breakdown thread πŸ§΅πŸ‘‡ #gamedev β€’ #shader β€’ #pixelart β€’ #slime β€’ #metablob β€’ #breakdown

Combining items in #adventuregames is *chef's kiss* 🀌 The potential, the synergy, the satisfaction of 'engineering' something newβ€”even if it's just a rope on a stick. The OG crafting mechanic! Added some juice to it in #Foxtail. @foxtailgame.com β€’ #pointandclick #gamedev β€’ #ui

An art I made back in 2014. These were enemies for a game that we never finished, but we had a whole playable level. It was good! β€œWriting a whole game without an engine like this is insane,” we said. So naturally, we shelved this project and immediately started making #Redungeon without an engine.

13px πŸ‡ΊπŸ‡¦πŸ‘Ύ reposted

I've been seeing a lot of pixel artists struggle with Bluesky's image compression, so I'd thought I'd share how to get clear, crisp pixels on the site! Share to help a fellow pixel-artist! #pixelart #tutorial

My first game #Redungeon has been unavailable for download for a while: it had to be updated to comply with new platform regulations, and we failed to do so because, well, life happened. *A lot* of life happened. But we'll fix that eventually. For now, here's some new art from a (distant) sequel:

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