Reposted by NiramaKenney @kenney.nl · 11/04/2026Quick tips to stylize your low poly #gameassets! • Round edges (even 1 segment adds a ton of flair!) • Taper legs and vertical supports • Create squircle-like shapes 756850
Nirama @damarindra.bsky.social · 11/04/2026Found a really good plugin to connect between Blender x Aseprite, definitely improve your 3D pixel art workflow. www.illusionofmana.art/Pribambase.h... #indiedev #gamedev #pixelart 082
Nirama @damarindra.bsky.social · 02/04/2026Did some more tweaking on this. It now supports a strip texture to define the available color palette, and I’m quite happy with the result. #gamedev #indiedev #godot #godotengine #pixelart 083
Nirama @damarindra.bsky.social · 31/03/2026Been experimenting with pixelated post-processing and dithering. Not really my favorite look, but it gave me a few interesting ideas worth exploring further. #gamedev #GodotEngine #indiedev 062
Nirama @damarindra.bsky.social · 26/03/2026no, you don't need too. Some bitmask value is invalid because of impossible neighbor case. But in theory, 8 bit == 256 case. I think godot docs already cover all possible neighbor case in the sample tilemap, but since tilemap autotile is not support rotation, I think you need to provide 47 tiles. 010
Nirama @damarindra.bsky.social · 24/03/2026json is just for storing configuration, while the actual procedural generation logic is handled separately in code. For references, I’ve mainly been reading the public docs for tools like Dungeon Architect and DunGen on Unreal/Unity, then trying to build my own version based on that. 020
Nirama @damarindra.bsky.social · 23/03/2026The graph doesn’t fully describe the final dungeon layout, it’s more of a guide. One problem I’m still working on is that if the room library is small, the generator usually ends up with a low room count. I’m still exploring how to solve that without relying only on adding more room pieces. 020
Nirama @damarindra.bsky.social · 23/03/2026A little peek at my dungeon generator tool for Godot, still in progress. I separate it into two parts: graph and placement. The graph is basically a set of room nodes and connections, placement is the step where those rooms are actually placed. #GodotEngine #gamedev #indiedev 2214
Nirama @damarindra.bsky.social · 23/03/2026Happy to see people finding this useful. This is actually part of my dungeon generator, I built it because making dungeon rooms manually in GridMap gets tedious really quickly. Hopefully I can share more of my tools publicly soon. 030
Nirama @damarindra.bsky.social · 23/03/2026Thank you, and I notice you open a new Issue, appreciate that! I've already fix the issue 😁 010
Nirama @damarindra.bsky.social · 23/03/2026thank you, hope this tools help your level design process! 000
Nirama @damarindra.bsky.social · 23/03/2026Not really, godot Tilemap autotile is available in the source code, so I just use it as reference, basically it works the same! 000
Nirama @damarindra.bsky.social · 22/03/2026Been working on AutoTile for GridMap in godot, and I think it is time to share the result. It works the same as AutoTile in Tilemap 2D, but you don't need to create 256 unique tiles in this case. Check it out here: github.com/damarindra/g... #GodotEngine #gamedev #indiedev 913427