To celebrate the new year, I released the newest and most polished version of Nanopineapple 2018. Nanopineapple is a 32-map Doom megawad made during November for NaNoWadMo, with fixes and polish in December. Check it out!
https://t.co/1FLEQAEwHj
Got the chance to work on an adorable cosy indie game pitch called Monster24!
It's been a blast, here is some concept art! :)
(the trips to Huntington Gardens have come in very handy for this one!)
Since a lot of the those whose work I was interested in are over on the other site now, that's where I'm mostly scrolling in my idle moments instead of here.
theres a lot of really interesting problems to solve here. like how do we make the AI remember where blocks are placed?
and then you think about it for 2 seconds and the answer to every problem is "program Minecraft normally". so what is the point of AI here. why does this exist
For anyone wondering why N64 games used texture filtering despite how blurry it made surfaces look, the alternative often produced a very sawtoothy effect due to low UV precision. It's worth noting that the PS1 would look the same if it managed to support perspective correction
The extremely dumb thing about this, like your spellchecker getting worse, is that we had perfectly good specialized models for this purpose that were quite effective and now everyone is paying more for non specialized models for the same tasks, that are worse.
There’s a kind of baked in impossibility to most games adding incidental/superficial ‘pacifist’ options as mechanics. Just a trickier way to spare any enemy rather then kill them, because that decision will almost inevitably consume the text and meaning for your game
@MaxKriegerVG My guess would be a combination approach: Inverted hull for the outlines around the character edges, plus also some painted on lines in textures and some solid black colored triangles for some interior lines like the line at the hem of a character's shirt.
@SSNTails@FreyaHolmer What is conceptually being increased and decreased, to me, is the number of gridlines per unit. Not the size of a cell in the grid. So + means more lines and - means fewer lines in the same extent of world space.
@SSNTails@FreyaHolmer Seconding that my muscle memory for this is largely determined by Doom Builder, where left bracket [ makes the grid less dense and right bracket ] makes it more dense. And I think Hammer was the same, right?
'[' and ']' would map most naturally to '-' and '+' in my opinion.
@RedotEngine If you cared to, you could have communicated the same points in far fewer words, and without the credibility issues that come with hallucination-prone LLMs. GenAI slop is not what I am hoping to see from Redot.
@terrehbyte@FreyaHolmer I bumped into this recently! I made some models as normal, imported them into Godot, and soon realized that Godot's "look_at", "angle_to", etc. were all pointing them backwards. And there isn't even a built-in import option to flip forward/back? Ended up just changing the assets.
@CrunchyComrade@Voxels I agree! I can't imagine ever playing a game this way.
That doesn't mean I'd proactively try to prevent others from playing their games the way they prefer to play them. Not even when I think the way they prefer to play them is dumb.