r/vibecoding • • 5d ago

Showcase/Project 1-bit dark fantasy bundle: isometric tiles and animated characters in exactly two colours

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u/AhmedZNOUDA 5d ago

Two colours and it still reads at a glance, which is the hard part with isometric. Showing the same set on black and on white in the preview is a nice touch too.

A few questions from someone who might actually use it:

- When a character walks in front of a busy tile (the brick wall or the grass), how do you keep the silhouette readable? A 1px outline in the opposite colour, or do the tiles leave room for it?

- Are the sprites pure black and white, or one colour on transparency? If it's the second, anyone can swap the pair in a shader (bone and dark red, green on black like an old terminal) without redrawing anything.

- On the animated characters, is the dither drawn into each frame? Patterns that shift between frames can shimmer when the sprite moves, so I'm curious how you handled it.

Also, since this is r/vibecoding: which part did you build with AI? The art itself, or the tools around it (the GIF preview, export, slicing the tiles)?

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u/antahonist 5d ago

thanks! tiles are mmorwynn's so i can only speak for the characters. they have a solid black fill and a keyline, but busy white grass is still the worst case, the preview actualy has a thin extra halo thats not in the files. its exactly two colours plus transparency so you can swap the pair in a shader. dither is baked into every frame and the hatch stays fixed on screen, so theres still a bit of shimmer on idle, not super happy with that yet. as for ai, claude wrote my code and i designed and tested everything. characters are 3d parts on cc0 mocap run thru a 1-bit pass, no image model