Hiking around Trondheim?

Hiking around Trondheim?

Hello! I'll be visiting Trondheim again this year after doing a hike up north in the region around Bodø. I really like Trondheim (it's my 3rd time visiting) and would like to expore a bit the surrounding nature this year. I was thinking about visting Rønningen gård - is there a good route that takes me from the city center of Trondheim to Rønningen gård and back?

u/8BitBeard — 8 hours ago

Which town to visit?

I'm visting Norway once more this year by the end of July. So far I have visited Oslo, Bergen, Voss, Trondheim and Bodø. I've hiked in Rago, Hardangervidda, Rondane, and Trollheimen. This year I'll be flying to Bodø once more for a hike in Rago National Park and will then take the train or bus south. My final goal is Oslo for my flight back, but I'm still considering what will happen inbetween - I'm both looking for a hiking region as well as another city to visit. Recommendations?

u/8BitBeard — 1 day ago
▲ 24 r/Monaco

Musée océanographique de Monaco

I'm currently doing on a large artwork of the Monaco coastline around Port Hercule of the 1980s for a game I am working on. The museum plays a special, important role, so I wanted to make sure to give it the treatment it deserves.

u/8BitBeard — 2 days ago
▲ 317 r/PixelArt

I love recreating traditional building fronts

Currently working on Musée océanographique de Monaco for my giant Monaco coastline parallax project. At this level pixel art becomes more of a pattern design challenge - find the right combination of pixels to trigger a certain reaction in the brain to see what you want it to see.

u/8BitBeard — 5 days ago
▲ 110 r/godot

Parallax daytime tuning⚓

While working on a parallax scene I extended my daytime system to incorporate the parallax layers. The depth value of each layer determines how much it's affected by atmospheric color overlay and a reduced contrast. These settings are also affected by the daytime system, which was already existing and I wa able to hook in the parallax nicely thanks for Godots wonderful resource system. Pretty happy with the results so far - of course there is a lot of work still to do (water, island - water transition, clouds).

Opinions?

u/8BitBeard — 18 days ago

Parallax daytime tuning⚓

While working on a parallax scene I extended my daytime system to incorporate the parallax layers. The depth value of each layer determines how much it's affected by atmospheric color overlay and a reduced contrast. These settings are also affected by the daytime system, which was already existing and I wa able to hook in the parallax nicely thanks for Godots wonderful resource system. Pretty happy with the results so far - of course there is a lot of work still to do (water, island - water transition, clouds).

Opinions?

u/8BitBeard — 18 days ago

Hiking advice for experienced norway traveler

I'm going to Norway this year end of July, like the last few years - only with a backpack and tent. I'll start my trip with a flight to Bodø. From there I will do my first hike in Rago National Park, 3rd time now - I just love this place so much!

I'll stay in Rago probably 4 days, I'd stay longer but there are no DNT huts up there so I have to bring all the food, which is just too heavy.

From there I'll travel to Trondheim, either by Train or Nightbus and stay there for 1 night. My final goal is Oslo, from which I'll fly back to Berlin.

So I'm looking for a nice recommendation for a hiking area somwhere between Trondheim and Oslo, preferably reachable by train. 3-4 days would be optimal. I'm a DNT member.

I've already been to Rondane and Trollheimen. Any tipps would be greatly appreciated!

https://preview.redd.it/gjuuqgnvbw7h1.png?width=958&format=png&auto=webp&s=d051e54de9e4fd889ddb8f0ea62161d25a01c273

reddit.com
u/8BitBeard — 20 days ago
▲ 11 r/godot

Monaco Harbor entrance concept⚓

After about a week of work - doing research on the Monaco shoreline in the 70s-80s, setting up the references, setting up a basic parallax system and editor and now finally have ALMOST all placeholders set up. There are still gaps (of course) in the parallax, but I'll fill these later. Pretty happy with the result so far, and can't wait until I'm finally able to actually do the pixel work on all the assets. Still a LOT of work ahead :-)

u/8BitBeard — 28 days ago

1980s Monaco Harbor entry concept⚓

Phew, I was expecting a lot of work but still quite surprised how much effort a hand-placed parallax scene of this scope takes. It's all very rough concepts but I'm slowly getting all the placeholders down. Of course doing the proper pixelart for all these elements will take a looooooot of additional effort, but Monaco will be the starting and home harbor, so it'll be well worth the effort.

u/8BitBeard — 29 days ago

Does this parallax feel right?

Working on distance, size and parallax factor - does this feel right to you?

u/8BitBeard — 1 month ago

Suuuper early concept for Monaco Harbor

After weeks of programming I am finally back to art! Harbors will play an important role, and Monaco will be, just as it was for Cousteau, your starting and home harbor.
I spent the last couple of days collecting old reference material, browsing historical images and video footage to find enough pictures to be able to reconstruct how the coastline looked between 1970 - 1980. It's a lot of detective work, as the harbor area changed a lot after 1980. You can't see thee pictures it in this gif, as here I'm testing how many layers I want to have for creating the parallax effect, how large they need to be, how to fit everything in my screen layout etc. It's really just a super early test. Next step is to make a rough setup in Godot so I can _actually_ see the parallax, as the gif is really just me moving a couple of layers inside Aseprite without any parallax shifting effect.

u/8BitBeard — 1 month ago
▲ 19 r/Monaco

Looking for pictures of the Harbor and coastline between 1970 - 1980

Hello! I'm currently working on a videogame that will take place in Monaco between 1970 - 1980. Since the Harbor area is of special interest I am looking for old images that show the coastline from seaside of that area, starting roughly at the museum of oceanography up to port hercule and beyond. I'd be very grateful for any links or hints at to where to find more image or video material beyond the typical google and youtube searches.

Thank you!

u/8BitBeard — 1 month ago
▲ 196 r/godot

There's something deeply satisfying about watching my crew AI finally execute their schedules⚓

I've been pretty busy working on the state machine for my crew in the last couple of weeks. I'm not through almost all the basic behavior - it's incredible stable and already sparks joy just watching the little people go about their scheduled tasks. I'm happy about that and just felt like sharing this.

Next up for me is returning to the art side of things; I'm currently collecting A LOT of historic references from Monaco harbor to prepare my pixel art work on that.

u/8BitBeard — 1 month ago
▲ 12 r/tuglife+1 crossposts

Help me find ship controls references for my game?

Some time ago I already posted about the game I am working on in this sub. Since then I've been busy working on the game. I am now at a point where I'd like to start adding some ship controls elements to the game - and for that I'd like to ask for your help.

What I want to achieve:

  • I want to show 70s-80s style controls on the corners of the screen (any corner, will depend on the elements to show) for various aspects of the ship
  • I'll draw these elements by hand in pixel art and they will be all nice and clickable. Imagine little levers that switch when clicked, or buttons that go down, those little transparent caps of really important buttons you need to fling open before being able to press the button and so on.
  • I'd like to include displays like for a radio for example. So when you use your radio to contact another ship or a harbor you'll need to switch channels and watch the display change until you get the right frequency and so on
  • The controls will be 'neutral' in a sense that I wont be able to customize them for each ship - even though I only have the little tugboat ship right now I plan to have all kinds of different vessels available for players to unlock as you play the game.
  • Depending on the type of ship and which rooms you have installed, different of these controls elements will appear on screen

Right now I think I have immediate need for these ship controls:

  • Control the motor speed to go forward in different speeds and backwards
  • Lower and raise the anchor
  • Toot a horn
  • Switch on / off navigation lights and interior lights
  • A radio to contact different ships - vintage digital display showing the frequency would be nice

I've already collected some references, you can see them in the image display above. But I think most of you have a much better understanding of what those elements are for, which would be fitting for my needs and from what time period they actually are.

I would be extremely thankful if you could give me some hints at what kind of technology and controls would fit to my time period and the ship controls I am in immediate need right now.

I want to apologize already upfront for my little knowledge about how all these controls really work on a ship. While I try to stay as close as possible to a truthful recreation of 'how it feels' to be and control a ship, I'm making a game that needs to be fun and enjoyable in the first place. So I'll need to take liberties here and there and sacrifice ultra-realism a bit.

u/8BitBeard — 1 month ago
▲ 40 r/godot

Cleaning Shift implemented!⚓

Now that I have a stable state machine and navigation in place I can slowly work my way through the various shift types that can be assigned to the crew. Cleaning was the most straight-forward, so I went ahead and did the state and the animation. I'm pretty happy with it and it's great to see how the little crew people are feeling more and more alive.

Next up will be shifts that involve both, simple 'positions' (like the cleaning) but also interaction with objects - most likely I'll do the "Free" shift for this : stand around and smoke (no object, just position, like the cleaning), chill and sit at the table in the Mess (Community Area) or take a dump in the Head (Toilet).

u/8BitBeard — 2 months ago

Cleaning Animation⚓

Mop is not done yet but other than that I'm quite happy with how the animation turned out.

u/8BitBeard — 2 months ago