Posts by AlphaGodith

The official Rising World Soundtrack is available!
You can also get the Soundtrack on Steam

    my first painting on the art-ready canvas, using only those 16 colors :3 heavily inspired by reddit user gamergalcmc's animal crossing pattern



    blueprint is JUST the signed painting, not the easel. signature was added separately to keep it legible but small, do not remove it.

    so, i completely forgot this was a thing and made all the above canvases by hand, one pixel at a time, but i just accidentally re-learned that you can actually place large groups of blocks all perfectly lined up at the same time by holding left click and dragging... so if you want a different size canvas than i have made, just do that :')


    also! slightly unrelated, but if you find painting the canvases to take too long, fear not! red has said that he will reduce the delay when using the roller in the next update, so it should get better soon!


    a simple wooden artist's easel, some canvases that can actually be painted in-game, and some basic color palettes to help get you started on your rising world pixel art journey! you might think there isn't much point to pixel art in rising world since you can import normal art directly into the game with posters and decals, but those don't transfer with blueprints, and pixel art made with these canvases will! also pixel art is just fun.



    there are several different sizes of canvas available (note that you can freely resize them before placing, but the number of blocks they are made of directly affects the resolution of your canvas, so stick with the smaller ones unless you have the patience for a very high detail image that will take a long time to paint), and there are two different kinds of canvases. the 'reversible' canvases are made up of just the blocks you paint, and so you can see your image on both sides. this can be useful for signs, or images that you want to be able to flip/mirror. the 'realistic' canvases have a thin paintable layer on top/front and a frame on the bottom/back, so the image you paint won't bleed through. these look better if you intend to leave the canvas on the easel, rather than blueprinting the finished painting and moving it elsewhere.



    there are three basic color palettes to get you started (limiting yourself to fewer colors can be a fun challenge or just simplify the process and make it less daunting, so it's up to you how complex you want to go), and they are made with the same material as the canvas itself instead of a more fluid-looking material, so that the colors you see are the exact same colors you will get if you use the 'insert' key with a brush/roller to copy the color, and then apply it to the canvas.

    (there is also a purely decorative painter's palette, but the paint on it is metal for shine, so i don't recommend using it to paint a canvas) these palettes can simply be placed on the easel right beneath your canvas for easy access as you paint, like in the example picture at the top. you can also just mix your colors manually with the in-game ui, i just found that often the colors it shows differ greatly from how they look once applied, so i made these palettes as a starting point to make your life easier. you are also welcome to recolor these palettes, re-blueprint them, and share them here, in this thread! i would love to see this place fill up with artist resources in the form of different palettes to work with.



    if pixel art isn't for you, you are also welcome to simply use the easel for decoration with the decorative painter's palette and/or slap a decal on a canvas to make it look like it has 'actually' been painted.


    just grazed everything and also broke up the boulders - grass is growing and all the vegetation is still there, although I'm already considering a scythe

    oh you're destroying everything? well no wonder you did it so fast then, that's cheating XD i specifically hid everything so you can find them without doing anything like that.

    I took the world version - about 20 minutes, then unfortunately I had to stop

    oh wow, almost all eggs found in less than 30 minutes? that's extremely impressive considering how long it took my tester. you didn't have grass turned off or something did you? well, i hope it was fun anyway! maybe i will do a harder version later.

    for the spring equinox (and/or easter which is only a month later), i hid 40 plaster "eggs" in a walled-off section of forest for you to hunt down and collect! there are 30 large white eggs and 10 small brown eggs, all of which can be found without flying or digging or moving/removing anything. pick them up with a sledgehammer. see how fast you can find them all!

    if you have a hard time, you can use the edit area tool in creative mode to turn plaster into luminous blocks (remember there are two different colors so you'll need to do it twice probably) to make the eggs stand out more.


    this event comes in two versions. the blueprint version is just that- a blueprint of the event area, terrain and all, that you can place into your own world. the terrain has been mostly flattened and there is a sort of 'gateway' at the entrance so it should be easy to place, and the eggs are likely easier to find due to the flatter terrain. you'll need to bring your own sledgehammer tho, and signs don't hold text in blueprints so info is here not there. (note that i only placed the blueprint in the ocean to make sure it worked and get this picture, i didn't actually build the ground and place the plants/rocks, it's just cut from a part of my naturally-generated world)



    the zip file version is an actual world/map that you will need to unzip/extract and load into, and has informational signs and tools/food provided for up to four players (tho the area may be a bit small for that many, do let me know). compete to find the most eggs in 30 minutes(or whatever time limit you choose)! note that the map has caves and animals turned off, as it is not meant for longterm play, but rather only for this event. the eggs may also be a bit smaller than the blueprint version, and the rugged terrain hides them better. so even if you are playing solo, you can go with this option if you just want more of a challenge.





    to help get my friends started with building in this game, we did a build-off! but specifically we did one based on botamon, the questionably-furry black slime digimon, because we all like digimon and it's a very simple shape, so i figured it wouldn't be too time-consuming or intimidating for a first build. i thought it was really cool and interesting how despite it being such a simple creature, all our builds turned out very different. that's art for you!


    scaliehazard and i built our 'prototype' ones first in a few minutes, and then we saw TayohShadowind 's that he spent an hour or more on and decided we needed to get serious to match his and kylin's effort. and then i saw kylin's (he's not on here yet but you can find him on steam) and melted mine because i thought his pancake one was super cute!


    (this was before the build-off where i made wizardmon, i just kept forgetting to ask everyone if i could share this pic)

    Good afternoon! You were making a mannequin. If you get closer, you don't look into his eyes, but into his chest. That's what I'm talking about. I try to stick to real sizes in my buildings, but as a result, you feel like a dwarf. The block size, in my opinion, is still 0.5 meters. If you make a doorway not 4 blocks, but 3,8 - 3,9, then the character does not pass. But if you look up, you can see that it feels like a plane might fly over there. :D Maybe I'm wrong, this is my subjective opinion.

    i look straight into my mannequin's eyes in my own game. or maybe at the lips. but DEFINITELY not as low as the chest! i would ask if you are crouching by mistake, but that would put you eye-level with his crotch, not his chest. regardless, something in your game is off, as i've not encountered your issue or heard anyone else have it either.

    i'm confused, i have never had the issue you are describing. the buildings are only as big as you make them, so if the windows are too high up, it seems like the solution is to just... not make them so high up? changing the player height would be difficult, and moving their eyes above their head where the top of their hitbox is (for hats) would be weird...

    the default door is 2 units wide and 4 units tall, a 2x2 window placed 2 units up matches the door and you can see out of it perfectly...

    It is because I used some smaller bleuprints from others. But back in the time I ever joined a server whit a lot of my bleuprints so is it okay to use them inside the world (it are just tables and ends) or do I need to replace them in my own tables and ends?

    i would replace them if you can, since sharing blueprints you didn't make is against the rules, or at the very least put up signs by them that say who made them if not you. (and for the record 'i didn't make this' is not credit, you HAVE to include the person's actual username so people could search it and find them in the forums)


    i'm also not sure where would be appropriate to share a world file rather than a large blueprint file. what do you want to share the world for? technically there's no limit on blueprint size, so if you just want to share some things you made, even if it's a rather sizable area, you could just do that. or if you want to share the world generation, just a seed and some screenshots would be fine. i would ask red51 specifically about sharing whole world files tho.

    there's so many amazing windmills in these forums already, but i still wanted to make my own. i also originally wanted to make a larger one, with room for baking and clothes making, but i'm really not a fan of working on architecture so i started a bit smaller. the color palette and textures i used are deliberately matched to the grinder/mill stone itself.


    this windmill is specifically designed so that you can get maximum speed when using the grinder/mill stone. it goes fastest when pushed from the outside, but it's easy to slip off the edge, so in this mill there is just enough room for the grinder on the first floor and nothing else, so you can close the door and press yourself against the walls and not fly off the handle while turning the grinder. the ladder to the next floor can SOMETIMES be a problem because of how they change your movement when you look at and touch them, but if you just don't look right at it it should be fine. (or you can just pick up the ladder while you grind and then put it back, there's iron to hold it in place so you can see where it goes)


    the second floor has some space for a few crafting stations you might not want in your main house, like the paper press, and the top floor has a realistic but simple mechanism that you can crouch under or jump over, and room for additional storage. (i recommend picking up some hemp or cotton planters from here if you don't have/want a full greenhouse)


    also please note that if you select the furnished version, the grinder MAY act a little weird. you can fix that just by picking the grinder up and putting it back down.


    my husband TayohShadowind helped a bit with some of the repetitive stuff (like the initial circle of stone bricks at the base) and made the internal mechanism, but i did all the main design work like the initial layout, decorative stone around the windows, and the actual windmill blades.

    areas are those things they also have in the medieval realms. So if you enter an area, the name of the area will show in the bottom left of your screen above the health bar.

    Altrough you only need it in mp


    yeah the only thing i could think of for what they meant was like, a restricted build area owned by one player or group of players, something that would only exist with plugins and be completely useless in singleplayer... so i was confused.


    You simply use the creative tools from F9.

    You may need to change your game mode in the console first (with the command gm 1)

    Like SonoBionda said, make sure you are in creative mode first:


    Press F9 > then 1 (create area)

    Create your area by dragging your mouse from point A -B , then right click and hold your mouse button to create the area.

    Once done, move to the outside so you can see the created area (green) and again right-click to bring up a menu to show all the options for that area.

    oh is it not a plugin thing? the vanilla game just has an option for naming an area without map markers? O.o