i have one of these on my site too! i think what i like about it is 1. tamagotchi nostalgia, and 2. nostalgia for when sites would have creatures you could ~adopt and raise~ on your site, that would change over time (think adopting dragon eggs, that over time hatch into random dragons :-p )
my experience with tamanotchi is pretty painless, i like that you can customize your 'case' and it's a low effort game xP i ALSO believe you can breed them? but i haven't gotten to that part yet
this is the kinda thing i think about too!! i definitely struggle with keeping my files organized, specially as my site grew over the years, my files are only somewhat maintained, hahaha.. for example, in the beginning i didnt really care if i had images in my "main" directory nor keeping my images organized in any way, but when my toybox/web graphics page grew, i tried to categorize them, but moving files in neocities is a pain and i end up with broken links because i have no way of keeping track, so sometimes i just leave the delinquent image where they are :-p
here's an example of my files.. plz excuse the mess, i wasn't expecting visitors :-)
this is my main directory, so pages that are immediately available on my site (like about me, art, links, etc) are usually in here, and if a part of the site grows where i need sub-pages, i tend to make a new folder for it, like for all my shrines, toybox pages, link directory, etc!
here's an example of my images folder, where i try to dump most of my images in there.. but again, they're just loosely categorized..haha. i don't always know the best place for an image and if i make too many folders i can't remember what's in what :-( (like right now.. eeek)
IF i could start from scratch and re-do all my files, i would, but oh to have that free time.. LOL
my main site/index page uses iframes, so for the styling i have one .css for the index page, and a separate css file for all the pages that are nested within the iframe.. i think one reason i did that is my index page uses media queries, which totally messes up whatever is in the iframe lol so i keep it separate b/c it's a pain to update all those pages one by one. NOT to mention i have a bunch of side pages that have their own layouts... if im lazy or if it's just one page i just keep the styling in some <style> tags in the html file and call it a day.. i have a lot of half-started pages haha.
also as a quick "hack" you can downgrade the resolution in blender for a pixel-y effect, which is most noticeable on the edges of your models.
original:
sampling changed:
+ resolution changed:
these are the settings you need to change:
change the sampling to "1" for the pixel-y look
to amp it up more, reduce the resolution of your render: this is 1/4th of the default size
ALSO! to get that displacement effect of vertex snapping, here's a useful tip:
Quote
-apply a displace modifier, coordinate “object” and target your camera. Direction RGB to XYZ, space gobal. -as a texture, create a Cloud texture, Cell Noise.
Now when moving the camera the object will be displaced.
a.k.a. how to make your game/animations look like a playstation 1 game :-)
~~~
i'm currently trying out some new scripts in blender to recreate the style in the above pic, and thought i'd make a thread to share some assets if you want to recreate this effect!
PSX_retroshader (unity) i personally use this shader in my unity projects, it's pretty simple to use. once the package is installed, change all your shaders to the imported psx shaders, and then you can add the C precision script to your camera if you want a limited palette.
PSX-URP (unity) i *just* came across this, but looks very interesting! i'll report back whenever i get around to trying it.
PSXify (blender) this is the script i'm currently trying out but i'm having some issues rn.. will have to study more, haha. but looks great if you can get it working!
just a note about general rules of this style of rendering -- the less vertices your model has = the more warping your textures will have, otherwise known as affine texture mapping. this is a good example of it below:
As you can see the effect is better when the mesh is subdivided (bottom left mesh) instead of when the mesh have a low poly count (top right mesh)
i use this sometimes to my advantage if i want to make a dizzing/warping effect, but it does get tiring on the eyes if used in excess.
this thread is about rpgmaker games!! did you ever play any? or make games yourself? share it here! I was really into rgmaker3000 and have a few games i started and gave up on lol.
i think what really inspired me tho to get into them was a game called pen pals!!
i was in college when i played this game and i feel like it encapsulates early 2010's tumblr haha. it's very charming and personal about a kid's inner conflict. it also featured a song which i couldnt get out of my head, it fits perfectly lol. peach moon by the unicorns
i dont rly play games on my phone that much anymore, but when i did i would use a gba emulator to play harvest moon: friends of mineral town lol. it's still one of my favorite games!
i also played picky pop while riding the subway a lot but it wont work on the latest ios so i cant play it anymore ;0;
i'm slowly working on a game which i'm temporarily calling jade's world the world is based off of my old childhood neighborhood, and in my latest map overhaul (lol) i took a lot of textures from google maps & the buildings are a mish mash of timelines. i wanted to make a compacted version for the game, to make the world feel smaller but cozier and economical. i work on this project on and off, but i'll share my progress on this thread :-3