Is there a way to get an exported GIF to match the preview speed? I try to export but they're either really choppy or really fast. Other than that, I do love this tool.
Yeah! You just have to calculate how many frames the GIF needs. For example if you want it to do one rotation over 5 seconds, you'd want maybe 5*60=300 frames
Maybe you can get away with less FPS, depends on how smooth you want it.
I'm using your background generator too :) I edited them to fit the pallet and loop seamlessly. your planet generator was an influence to the very story of this game lol
That's awesome, I really like the style! You really created something beautiful, it reminds me of some nostalgic games :) Did you do the other assets in the game yourself?
Hello! I used this awesome tool of yours in my recent GMTK submission - probably my best looking game to date, and I accredit that success to you and your tool. A lot of nice things have been said about the visuals, and I made sure to credit you. Thanks for making this.
That's awesome to hear, congratulations on your game and well done! Don't give me all the credits though, you did all the hard work of making the game :) Thanks for sharing and I hope you liked making your game
Hi! Thank you so much for these pixel space generators (planets and backgrounds) as I used them in my GMTK Game Jam entry: Planet Looper (https://benbevan.itch.io/planet-looper). I keep getting compliments over the pixel art and have made sure you're credited throughout because, without you, my game probably wouldn't be as successful as it has been!
Oh my god you made it look so good with that CRT=like effect! Gotta try that for myself some time. Good job on the game really! I'm glad it was so successful, and thanks for the credits <3
It does, but two things: - It has to render each frame, so it's tied to the framerate of the generator - Gif is just a very unwieldy file format, I use a library to convert it to a .gif, and perhaps there are speedups possible there If you get it working faster then let me know
Can there be a second slider for rotating along the other axis? Right now, there’s no way to have the north or south pole in view, such as for a top-down perspective.
Unfortunately not, since the planet is not a true 3D object. It's just a circle with some math on it, the planet does not have another perspective. Thanks for the suggestion though!
Hey just wanted to say I've used this and your space background generator in my game. Only a few for now but I was so glad I came across these. Thanks allot. Also I made sure to give credit on my page and Devlog.
Very nice! Glad the generators came in useful. Looks like a well fleshed out space game already, good job! Thanks for the credits and good luck with your game in the future
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
I tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
Okay thank you for the very detailed bug report, that definitely helps! I'll admit that I'm still struggling to see it a bit, but I'll try and recreate it to figure out what's going wrong and hopefully fix it.
Until then I hope the workaround is good enough, thanks again!
Hi! I had a similar problem, and I solved it in a kind of hacky way.
If you match the number of frames to 2 times the width of the planet, so that each frame moves one pixel, it will create a smooth pixel by pixel animation. I wanted 60 pixel wide planets, so I exported the spritesheet with 120 frames. The actual exported sheet was 24 columns by 5 rows.
Doing this lets you have a smooth animation and you can adjust the speed in the code.
Probably any multiple of the planet size would work, so for 400 pixels wide, your case, 800 frames would give a 1 pixel movement, but 400, 200, or 100 frames should work; the movement per frame for those should be 2px, 4px, and 8px. But without any frames skipping. (Any multiple should work, so 80 frames = 10px/frame, etc)
Your mileage might vary, but it worked for my use case. Good luck, and cheers!
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cheese ball
Put Kirby on there
Is there a way to get an exported GIF to match the preview speed? I try to export but they're either really choppy or really fast. Other than that, I do love this tool.
Yeah! You just have to calculate how many frames the GIF needs. For example if you want it to do one rotation over 5 seconds, you'd want maybe 5*60=300 frames
Maybe you can get away with less FPS, depends on how smooth you want it.
This is incredible and I think it'll actually help in my current project!
That's cool to hear! Would love to see your project if you end up using it
That's awesome, I really like the style! You really created something beautiful, it reminds me of some nostalgic games :)
Did you do the other assets in the game yourself?
Yes I did! Thank you!
Hello! I used this awesome tool of yours in my recent GMTK submission - probably my best looking game to date, and I accredit that success to you and your tool. A lot of nice things have been said about the visuals, and I made sure to credit you. Thanks for making this.
That's awesome to hear, congratulations on your game and well done! Don't give me all the credits though, you did all the hard work of making the game :)
Thanks for sharing and I hope you liked making your game
Hi! Thank you so much for these pixel space generators (planets and backgrounds) as I used them in my GMTK Game Jam entry: Planet Looper (https://benbevan.itch.io/planet-looper). I keep getting compliments over the pixel art and have made sure you're credited throughout because, without you, my game probably wouldn't be as successful as it has been!
Oh my god you made it look so good with that CRT=like effect! Gotta try that for myself some time. Good job on the game really! I'm glad it was so successful, and thanks for the credits <3
Love it
Thank you :)
We have used it in our jam game, Thanks!
I LOVE the added glow effect, thanks for sharing and good job on the game!
I utilized sprite sheets made in this generator in my first game. They look great. Thank you for making this!
Congratulations on making your first game, that's huge! I hope you enjoyed the process and I'm glad the generator came in useful
Does the exporting not process on the gpu? It takes a while to export the gif version, maybe I'll try to work on some improvements
It does, but two things:
- It has to render each frame, so it's tied to the framerate of the generator
- Gif is just a very unwieldy file format, I use a library to convert it to a .gif, and perhaps there are speedups possible there
If you get it working faster then let me know
Thank you for your work ,i am intending to build a kids game to learn solar system. Hope i will finish it.
I wish you a lot of luck with it, that seems like a cool project! I'd be interested in seeing it when it's done.
Can there be a second slider for rotating along the other axis? Right now, there’s no way to have the north or south pole in view, such as for a top-down perspective.
Unfortunately not, since the planet is not a true 3D object. It's just a circle with some math on it, the planet does not have another perspective. Thanks for the suggestion though!
https://i.imgur.com/fY0Rn5w.mp4
It seems the lava world has a texture bug on one side. Especially visible on high resolution while changing the light direction.
Unfortunately this is one of those things I can't seem to replicate. It's probably an issue with how the shader is executed on certain GPUs.
Thanks for the report, I'm not sure that I'll be able to fix that but it's good to know.
We used your assets and credited you on our game https://gringo-charlatan.itch.io/starship-farmers. Thank you!
Wow very nice job on creating a game in three hours, can't even imagine how you do that
Glad it came in useful!
Hey just wanted to say I've used this and your space background generator in my game. Only a few for now but I was so glad I came across these. Thanks allot. Also I made sure to give credit on my page and Devlog.
Very nice! Glad the generators came in useful.
Looks like a well fleshed out space game already, good job! Thanks for the credits and good luck with your game in the future
I'm trying to use an exported spritesheet and it seems like there's a lurch forward in the animation when going from the end of a row to the start of the next row.
Like going from the frame at (row=0,col=19) to (row=1,col=0) in a 20x20 spritesheet feels like there's a missing frame, then again when going from (1,19) to (2,0), etc. I made sure my code is extracting the right sequence from the sheet - other tilesheets like ones for VFX play smoothly without any jump.
https://imgur.com/a/imNOUtT
Hmm, sounds like an issue for sure.. Thanks for the detailed info, I just tried to recreate it myself but couldn't really find it happening.
Also maybe I'm a little blind, but I don't see in your animation where the jumps happen? Maybe you could post an image of the affected spritesheet.
It's definitely hard to spot sometimes.
Spritesheet is over the 3MB limit unfortunately. I can see it with any initial planet seed (from when the page first loads) - set pixels to 400, and export the spritesheet as 20x21 tiles.
I tried to record the in-browser version next to it, not necessarily as a direct comparison, but for the sake of having a smooth animation as a visual benchmark. If you stare at the line between the two, it's more noticeable after a few loops.
I think I got a good part slowed down that shows it pretty well.
If you look to the bottom left cloud cover, where it starts opening up to a circle above an ellipse, and watch as the end of the ellipse opens up, that's where it jumps - that moment where it opens up. I admit it's a very slight jump, as mentioned in the first comment probably only 1 missing frame, but after staring at the planets for a while and watching other 60fps animations moving around it, it starts to become a lot more evident.
I also tried generating a double-wide 40x11 sheet and that seems to at least reduce the frequency of the jumping, so that may be a workaround in the meantime if I regenerate all the planets at a smaller size with fewer rows.
Okay thank you for the very detailed bug report, that definitely helps! I'll admit that I'm still struggling to see it a bit, but I'll try and recreate it to figure out what's going wrong and hopefully fix it.
Until then I hope the workaround is good enough, thanks again!
That small issue aside, thanks for the util. It's amazing.
Hi! I had a similar problem, and I solved it in a kind of hacky way.
If you match the number of frames to 2 times the width of the planet, so that each frame moves one pixel, it will create a smooth pixel by pixel animation. I wanted 60 pixel wide planets, so I exported the spritesheet with 120 frames. The actual exported sheet was 24 columns by 5 rows.
Doing this lets you have a smooth animation and you can adjust the speed in the code.
Probably any multiple of the planet size would work, so for 400 pixels wide, your case, 800 frames would give a 1 pixel movement, but 400, 200, or 100 frames should work; the movement per frame for those should be 2px, 4px, and 8px. But without any frames skipping. (Any multiple should work, so 80 frames = 10px/frame, etc)
Your mileage might vary, but it worked for my use case. Good luck, and cheers!