Pixel Painting Dynamics: Paint a new pixel and experience a 4-second delay. Repainting an already colored pixel? That'll be a 7-second wait. And should you reach a 60-second accumulated delay, the canvas temporarily locks until that time elapses.
Collaborative Creations: Some artworks span vast portions of the map. How? By users from diverse backgrounds teaming up! Through social media and chat platforms, they strategize and coordinate, fostering a rich sense of community.
Politics and Pixels: Given the canvas mirrors real-world geopolitical territories, it's no surprise that participants' national affiliations sometimes bring political undertones to the artwork. This has sparked occasional 'pixel wars' as users compete for territorial representation.
2023 Update: While large portions of the map remain untouched canvases, certain regions have seen an explosion of creativity. The USA, Europe, Mexico, and the Middle East stand out as the current hotspots of pixel activity.
In conclusion, Pixel Planet isn't just a game; it's a reflection of global collaboration, artistic expression, and sometimes, geopolitical sentiments. Dive in and leave your mark on this continually evolving digital world map!
A showcase of some shader code for Godot game engine. Currently there are 8 types of planets, also generates black holes, galaxies, stars and asteroids. Each type has a lot of possible variations. Also allows you to export any planets you like in either a png , gif or a spritesheet.
Do you mean for the spritesheet? At default resolution you can have thousands of frames. But yeah, if the pixel size is very large then the frames are limited by what the engine can handle.
There currently isn't a way to do an export in multiple parts, but if you need a lot of frames in a high resolution, I recommend just using the shaders directly.
Amazing! Something you should add is rotation sliders for all axes, or some way to rotate the planet in the gif the same way the "rotation" slider works in the editor. Overall this is really cool and ill be using it and the space background generator for a game mod im working on.
Thank you! And thanks for the suggestions. I can't really implement a rotation for all axes because this is just a 2d image simulating a planet. But rotating the image like that in an animation should be doable, I'll consider adding that.
Good luck on the mod! Would love to see it when it's done.
Thank you! Glad you enjoy. I don't see any random squares on the no atmosphere planet myself, but I might know what causes it.
Unfortunately I updated the app to Godot 4.x some time ago, but their web exports are a little broken right now, so I can't update it until they fix that. But once that is fixed, I'll definitely try and tackle that bug.
if the link works for you, I am working on an open world space game. Still in very early stages, but the planet generator has already come in very handy for the planets in the overworld. The planets have a gravity pull to make the travel around the overworld more interesting
It did, I just had to pick how many frames would fit in the game, and also I used your space background generator also. HUGE THANKS to you, because I really did need something for a beginning scene and the space background really came in handy. I will for sure credit you and let you know when the project is done so you can check it out if your interested in looking at a few stuff I used from you.
Yes, but it requires a little tinkering. You can use the scene files from the source code, and use the random functions in those to generate a random planet. Just set it up to do that on a scene load.
Thank you! To get a smoother rotation you just have to use more frames. I don't remember what settings I used for that specific gif. If you want 60fps for example, you just have to use 60 times more frames than seconds.
As an example, with a 4 second gif you should use 240 frames. (Looks pretty close to that red planet gif.)
Is it possible to get a version that generates planets in the background, for example, by running the application with certain parameters from java code? The type of planet is indicated and both the seed and the color are randomized, finally export the file as a gif for example. I have no knowledge of GSLS or GDScript, sorry about that...
As far as I know, there isn't really a way to have Java directly communicate with Gdscript, so I don't think that's gonna work unfortunately. Best work around I can think of is to have a java application do button presses on the planet generator app.
Hi, I'm currently making a game in GameMaker, but I am not sure how to put the files into there since it's not GML. I tried watching videos on making GitHub repos, but I figured those would be useless in this case anyway. Please, if you know anyway to do this, like a GameMaker port of this, or if you think you can assist me, reply in the comments. Thanks :) (Also, I don't want the whole thing, I just want to be able to call a script which creates a spritesheet for a given planet type)
I'm not really aware of any way to convert an entire godot project to gamemaker. You're probably gonna have to manually remake the entire thing.
However converting the shaders to gamemaker might be easier if that also works for you. I think gamemaker allows GLSL shaders, and these shaders are written in the godot version of GLSL.
Thanks for letting me know. I did not know that gamemaker supports GLSL shaders, nor am I sure of how to covert it, but I will look into it. Thanks once again, I love the work you do and games you make. (P.S, the game is infinitely generating, meaning if I didn't port this , I would have to download a lot of planets of each type by hand, which is why I was wondering)
I haven't used gamemaker, so I don't know myself how shaders work in that. But from some searching it looks like they do support glsl.
Yeah I think if you want infinite planets, using the shaders directly is your best bet. That way you also have all the control over the shader settings and stuff. Glad you like my stuff, good luck with the game!
theoretically speaking, it should be possible with enough tweaking on the seed to make the land masses look similar. way too long to do it manually, let me know if you find a seed that looks like it, im curious too.
Then, move the keyframe marker to frame 30 or the final frame (I set mine to 30 because that seemed long enough, though it matters not at all), and set the planet to have a rotation of 360 in the rotation panel on the Z axis on the right (in yellow) and keyframe it by hovering the mouse and pressing I.
_You cannot do this in the editor, as Blender finds the shortest path between the two positions and interpolates it, if you rotate something 360 in the editor, it will treat it as having no change an_d nothing will happen.
Pixel Planet Today is a creative venture that pairs facts about the planet with pixel art designs. What started as a Design-365 project has since spun into a fully-fledged environmental-awareness endeavor, aiming to raise an appreciation for the planet using the power of nostalgia.
I made this Instagram account to share a passion-fueled project I decided to undertake: create a design each day for the next year that shares facts about the current state of our planet. I'm combining my love for design with my passion for the environment by making a simple pixel design everyday for the next year that highlights the current state of the planet. I think we all are aware that we, as a species, are damaging the planet, but we never realize how much. I'm shooting to bring more attention to the statistics, and hoping to inspire people to take action. Most everyone agrees that the health of Mother Nature isn't the best it's been, but we don't realize how bad things are until we hear the statistics. And what pairs better with cold hard ecological facts than cute pixel designs? When people learn about the state of our home and are driven to make a difference.
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Working with standard objects means modular thinking, where a composite system based on repeated elements can be used to implement large scale interventions. Departing from the traditional optimization of the building components and the housing unit, we want to move forward into the research about modularity and its advantages from the point of view of sustainability. Pixel Planet will research on standardization, flexibility, automation, adaptability, and evolution through time.
Moreover, if our Planet can be understood as an object of design, we aim at repositioning the prefabrication industry of the 21st Century. Can we turn landscape into pixels, or better, into their three-dimensional version: voxels? How do we script a forest, a beach, a desert, an ocean or a cloud, and evaluate and optimize their functioning? Can we even make all those the voxels fly?
My goal is to generate a random "realistic" planet with JavaScript. The problem i have is to make it look good and not just random colors. My current script takes colors between 2 random generated colors and fills the sphere with a random color between the 2 values. My goal is to have something that looks close(er) to this I made that image in Photoshop and yes I know I cant get anywhere close to that result in a easy way, but I want to improve the code in anyway so it looks better. And I dont know how to proceed, any ideas on how to improve is helpful.
There is comments in the code if you are interested in a random generated planet.I have not set any color restrictions so some color matches looks a little weird. If something is unclear just ask with a comment.
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