Day 25 of making low-res undertale map: Conveyors (layout) Extended lava. Added lava shading (color instead of just shadow) #undertale #pixelart
Day 24 of making low-res undertale map: Lab I represented these orange no idea what as silly creatures. Added sans post and bridge shadow that i forgot. Walls paint rules changed: More contrast, higher priority for horizontal lines (Still unsure which is better, may change). #undertale #pixelart
Day 23 of making low-res undertale map: lab (partially) Finishing lab ousides and insides tomorrow Lava extended #undertale #pixelart
Day 22 of making low-res undertale map: lava pattern; walls pattern; riverman port; L1 elevator #undertale #pixelart
Day 21 of making low-res undertale map: beginning of hotland layout I still haven't figured the walls pattern out. But... #undertale #pixelart
Day 20 of making low-res undertale map: undyne cliff It took me several redraws. (Waterfall finally over!) The next objective is to determine hotland wall patterns, color palette, and lava. #undertale #pixelart
Day 19 of making low-res undertale map Tomorrow I'll try to finish the undyne cliff. #undertape #pixelart
Day 16 of making low-res undertale map: finishing blook town Some assets have been organized on a sheet. I've also almost reached the 50 hour mark on this project. #undertale #pixelart
Day 15 of making low-res undertale map: blook town surroundings. Undyne house tomorrow, it's the toughest challenge for me so far #undertale #pixelart
Day 14 of making low-res undertale map. In a game, the gap doesn't connect (image 2). To fix it here, corrections were made. Thrash corridor is slightly longer "Disproportionately Small Gap" is disproportionately large. And river connects to every flow in waterfall organically. #undertale #pixelart
Day 13 of making low-res undertale map: garbage zone You'll see soon why the corridor is so long. #undertale #pixelart
Day 12 of making low-res undertale map: the second undyne chase section. 2x2 pixels per tile during this section. #undertale #pixelart
Day 11 of making low-res undertale map No castle, because it wouldn't make sense to put it here. In game this was a "view". Here, in map format, i have to come up with something else. I will, but later, when the map space will come together. Next, i have to solve the river. #undertale #pixelart
Day 9 of making low-res undertale map: neon river section. It's intended that the end of this section is placed higher than beginning. But the issue: everything from piano to second chase section, according to undertale, is the same width as the disproportionately small gap. #undertale #pixelart
Day 8 of making low-res undertale map: first undyne chase section All labyrinths, puzzles, bridge patterns and other stuff where it is important (like this one) will be tile-perfect placement wise, 2x2 or 3x3 per tile. Otherwise, scale and position are up to my interpretation. #undertale #pixelart
Day 7 of making low-res undertale map: waterfall bridge seeds puzzle and adjacent. the scale was pretty big for waterfall, but it's just for the beginning of it. Also, the number of "stars" and their position in the upper room matches the game. #undertale #pixelart
Day 6 of making low-res undertale map: from Waterfall to the first save. Color theme for many waterfall objects is mostly already set (As will be seen later). The one echo flower design i wanted to use is too big, but it'll remain on a sample sheet (first). #undertale #pixelart
Day 5 of making low-res undertale map: Snowdin town and waterfall transition. River is now bent and expands on the way to waterfall (starting the ice cube route). Third color palette for waterfall will be introduced, i need time to refine it. Major layerwork was done too. #undertale #pixelart
Day 4 of painting full low-resolution undertale map: First snowdin town houses and layout draft. For main changes: city will be a bit beyond of what player sees. The welcome sign is now on top of the roofs, it is fun, and saves space. It's about 7 house variants used there. #undertale #pixelart
Day 3 of painting full low-resolution undertale map: Tile puzzle to snowdin Town. This time, the mysterious door was turned 180 for better visibility. #undertale #pixelart
Day 2 of painting full low-resolution undertale map: From Snowdin to tile puzzle #undertale #pixelart
First day painting full low-resolution undertale map: Ruins and Snowdin beginning #undertale #pixelart
I've been working on this quite a lot last time... My own Undertale Hardmode. Now, the demo is avaliable (snowdin forest is playable on pacifist). Go try it! gamejolt.com/games/undert...
Lately Ive been putting all my effort to bring this project to its first stable release. CLIsma is a terminal (text-mode) desktop for linux on python. It has some fancy features like many cursors or midi keyboard support. It supports custom apps and i really love making it. github.com/hupikus/CLIsma
Last 6 days I was doing a (little) art that on my pfp right now. (blender 4.2, cycles). First version