Tutorial
Posts about tutorial from the two of us making Mytheria, with real clips from the game.
Game art · 11 October 2026Sprites in a lit world: making pixel art stand on the groundHow Mytheria's flat pixel-art sprites cast real shadows in Godot: invisible shapes built from the art, a height that matches the camera, and soft contact.
Game art · 9 October 2026Pixel art grass and paths that don't look tiledHow Mytheria draws top-down pixel art grass and paths without visible tiles: a repeating cluster tile, slow waves that pick the shade, and curved roads.
Game art · 8 October 2026Idle animation, frame by frame: what makes a character feel aliveHow Mytheria's pixel art idle animation works, frame by frame: a two-pose head bob held in whole pixels, a slow fidget, a blink, and nothing else moving.
Game programming · 7 October 2026Godot performance: how we found a stutter with a frame traceHow we found a stutter in our Godot game: record the time between frames, find what ran in the slow ones, fix that one thing, and measure again.
Game design · 7 October 2026How to place trees and rocks so a map looks naturalHow Mytheria places its trees and rocks: drifts instead of random scatter, habitats with rules, clear roads and a world that gets richer away from home.
Game art · 7 October 2026One rig, five characters: modular pixel art animationHow Mytheria animates five pixel art characters with one rig: parts as data, shared clips, feet that plant on the ground and hands that hold any tool.
Game design · 6 October 2026How to balance weapons with a damage budgetHow we balance Mytheria's nine weapons: a damage budget per tier, every move costed in seconds of budget, with all 108 combinations measured in play.
Game art · 6 October 2026Pixel art character size: why we made our characters smallerWhy Mytheria's pixel art characters got smaller: compact heads, no limbs, floating hands and tiny feet. A real before and after, with the sprite sizes.
Game art · 5 October 2026Pixel art color palette: how we fixed a washed-out forestHow we pick colours for Mytheria's pixel art: hue-shifted ramps, cool shade, warm earth and coloured outlines. Explore our real tree and rock palettes.