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Joined 3 months ago
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Cake day: November 20th, 2024

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  • well yeah most people don’t have the hardware to play the pre-HD versions at their best

    Maybe you mean an actual PS2, but IME using emu w/higher internal res on a non-stellar computer was a pretty good experience.

    Meanwhile the HD version is data bloated (likely because everything is uncompressed for no reason, or multiple resolutions of FMVs including 4K) so the download would be painful for me. And really with Okami’s aesthetic especially, I don’t think HD is necessary (again, beyond just higher internal res and whatever other enhancements based on preference).

    I think it would’ve been better to change the FMVs into in-engine if viable, I assume the ones that were pre-rendered was just a hardware limitation if not just some production thing.


  • I lost interest enough to delete the models I had before and this headline made me look into deepseek.

    EDIT: Not quite the Streisand Effect considering I already knew about it, but still an unintended source of pressure. Like someone stockpiling before a ban of something, even if they weren’t too avid about it before. I’ve had a similar thought when it comes to taking down free streaming sites.

    Though this seems to have traded compute for data, so I don’t have the VRAM for it… even running through RAM, I don’t feel like downloading a lesser version with my slow-ish internet.


  • I don’t see patient as “letting it slide [off]”.

    These days I don’t really buy things ever, I mostly play free games if even that. Less hopeful of the industry, feel like I wasted money. Later purchases were more patient, but disappointment there only slowed it even further.

    This is a me problem (and a lack of income), but I sort of see it as being patient to a fault.

    something gets done and completed

    I am talking within the context of mental/physical health issues and never having made anything close to a game. Personal despair, isolation, lacking viable options, collapse.

    So it’s more of an existential crisis. I am guessing there are probably some idioms about learning/practicing survival skills when the ship you’re on is already sinking.


  • The topic and community have an unfortunate overlap for me, “patient” probably means I’m not doing it beyond some scattered attempts.

    I have lurked with the ideas on different low-resource solo-dev specializations. I feel like the pieces are mostly there for me (Godot 4.4 will be closer to that), though I still need to put a lot of work in for no clear end-goal (I don’t really want to really sell something, even if I could).

    And thinking about the future (gestures broadly) just makes me feel like

    A low-poly, vertex color-only model of a tail-less gecko, pathetic-looking and purple under its eyes. The origin lines from the software Blender can be barely seen

    Personal issues sure don’t help.

    Also, an in-engine screenshot





  • Oops I meant 4.3

    Alright. For what little I do, I have just been focusing on the stuff I’ve described. The last time I tried something with the default physics, I had a door that instantly flied off the hinges into the sky. (I was able to fix it, but couldn’t do much with it due to it being complicated with a characterbody which I assume will be similar with Jolt)

    enabling dev mode on the quest is easy, I’ve done it a few times!

    EDIT: On top of what I said below, I think the facebook–>meta transition might be an issue too. They might’ve even originally been using an Oculus account.

    Issue is they haven’t used it in a while so that causes issues with the account to unlock it. That and the fact that there is even the hint of it being restricted to someone part of an organization (I am not sure if it’s even still true or if they really just don’t check) sounds overcomplicated at-best and something they will be wary/scared of doing at-worst.

    This is not the newest device, I thought I had read that the firmware had opened this up. I got to use the menu for less than a minute (cool hand tracking+overlay and even the grainy AR display was my sort of aesthetic) and decided to apply an update thinking it’d just reveal dev mode in the settings… after the update it seemingly couldn’t do anything other than spinny loading circle (I didn’t see how to get to the settings again).


  • Neat. I am probably not going to use 3.X though (nor do I want to set up Jolt), and 4.4 is on dev 7 right now (as of ~20 days ago).

    I also want to leverage as much as I can from the editor (and have it work smoothly) and later versions offer more. Textmesh is one of those things, probably procedural audio eventually. XR maybe, too (though this depends on my family members figuring out how to unlock dev mode with facebook BS so I can borrow the headset, if they even will figure it out). There are likely many other quality-of-life features/fixes I’m forgetting.

    There was a 2D feature in 4.X that I was interested in, but there are viability concerns so it should be obvious that I’m leaning more into 3D given that polygonal art is already well supported there.

    For language support I mentioned, it’s there in 3.X too but hasn’t been updated in 3 years.


  • I haven’t done much. Only techniques so far, which is mostly just vertex colors+low-poly. The meshes are made with the color in-mind (+painted at the same time), also real-world reference scale. Game engine I’m using is Godot.

    I’m trying to make a comprehensive set of general-use materials, ideally for an import script. If I use textures, there will not be many. In-engine noise works for some things, I am happy with a metal material and somewhat with glass materials. A billboardY material also works great (distance fade allows it as an easy ‘interact’ icon in 3D).

    Not so happy with transparency or object scale (and still needing to mess with UVs), I made a visual shader material that allows adding a color for models that don’t have VC (specifically: textmesh)… I tried to use a shader for a pitted stone with fancy lighting, it didn’t turn out how I wanted and it seems like the possible complexity is too much for me.

    More recently I’ve attempted to bring in grayscale watercolor to break up the flat color of the VC. Taking a picture with a DSLR, turn it into an optimized 512x texture. I tried to do a matcap but that didn’t work (maybe the matcap shaders I found weren’t right for non-metallic), a splatter texture seems to be alright. Gives away seams easily, default triplanar is not great either.

    I might do unshaded stuff (with-or-without manual VC shading), but I haven’t tried vertex lighting yet. Though I will likely do a mix of styles, especially with obvious reasoning.

    I had some example images uploaded but unfortunately my instance currently has all images broken. What I have isn’t much and it isn’t even very cohesive yet, anyhow.

    Also, Spyro is one inspiration for these techniques, and I will probably make a vertex color skybox eventually.

    -----

    I am using Nim-lang via GDextension, also waiting for Godot 4.4 to release because of Jolt physics (I’m thinking it will make beginner projects more viable).




  • Yeah, I feel like the remakes lost some charm specifically when it comes to rendering tech (vertex colors, losing Spyro’s skyboxes feels like a crime). Particularly with the new data bloat.

    Also with the examples I'm not sure I like the new sounds

    (faster/higher-pitch… and they sound re-done? If they’re the same are they just better at very low sample rate?), looked it up and people were saying they didn’t like the mixing (new is more muted/subtle).

    That, and it seems re-makes don’t really fix core issues (Medievil’s remake).

    I think the original tech/limits can be taken further aesthetically for a different workflow (very general/sparse use of textures), especially in the modern era. Still undecided on some artistic/technical choices, but I have much more here than I do in the ways of (low-scope) starting project ideas that I like.

    not-very-polished

    The entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.


  • It is a free and easy way to experience 75% of the experience without even downloading it (data bloat has massively ballooned too, perhaps needlessly in some cases). Also linear stories, or procedural things not being as deep as they seem.

    Even when it comes to indie-appearing stuff I often don’t like the direction of the game design/difficulty, so it will likely be a more enjoyable experience in those cases too. The narrator also cuts boring bits or issues, also may do things I would not especially when it comes to skill or knowledge of said game. They may do silly things or tell a story. This may be 300% experience (of a new mix).

    EDIT: Also never really been into the idea of multiplayer games, competitive or cooperative for different reasons. So watching is a new avenue for that.



  • Nintendo.

    Not just crushing fan games, but also issues with the Smash bros community, pricing and availability, eshops shutting down (+needing to buy those games again on new consoles or it’s not even available at start), stick drift, fan content policy, also Youtube strikes/claims (both newer for specific reasons and an entire era for let’s plays in general). 20 years of content removed from Gmod.

    And no this isn’t about Japanese law, they choose to be this way.

    For actual specifics (and more issues) 2 videos: UKD_wnB9AMU and xgKY9hmbfgo