Hupik

@hupik.bsky.social

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 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 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

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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

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