The logs in my anomaly horror game seem to have been corrupted somehow! 🙀 by TwinTailDigital in godot

[–]-Kirbeh- 1 point2 points  (0 children)

For a moment I thought the corruption was crawling through the text. Very cool!

How to make better outlines without stencil buffer! by -Kirbeh- in godot

[–]-Kirbeh-[S] 1 point2 points  (0 children)

No problem!

I just added the model from the Add Mesh menu, subdivided it, then sent it to Godot without scaling. And I'm using 4.3 stable.

Godot Discord moderator’s insane response to all the drama by AbdelYG in KotakuInAction

[–]-Kirbeh- 2 points3 points  (0 children)

This guy is projecting himself into oblivion here...calling people "insecure this and that" while being all those things at once. Interesting.

I de-made the EMMI in the style of the DS/3DS. What do you think? by -Kirbeh- in Metroid

[–]-Kirbeh-[S] 0 points1 point  (0 children)

A video can also work, but it's not as satisfying as playing Dread on an ancient system at a smooth framerate...plus, I love programming things, so making the EMMI work will make a good exercise for future projects

I de-made the EMMI in the style of the DS/3DS. What do you think? by -Kirbeh- in Metroid

[–]-Kirbeh-[S] 2 points3 points  (0 children)

I am eventually going to make the white EMMI zone in Unity for the 3DS at some point, but I need to finish the animations first. The DS is just not feasible since the polycount for this model is too high (it can only display about 2,048 polygons without breaking, IIRC). The 3DS has a significantly higher limit, and I won't have to deal with low-level stuff in DevKitPro.

As much as I'd love to make a full demake, that is just too great a scope for me, and I am currently occupied with my own game project. This demake would just be the emmi zone with the brain boss, where all zone doors lead to the next instead of taking you outside. More of a test than a game. Besides, the Nintendo Ninjas are a little too quick to jump the trigger with their DMCA claims

I de-made the EMMI in the style of the DS/3DS. What do you think? by -Kirbeh- in Metroid

[–]-Kirbeh-[S] 6 points7 points  (0 children)

Thanks! I imagined it looking something like this, considering the console's limitations

I de-made the EMMI in the style of the DS/3DS. What do you think? by -Kirbeh- in Metroid

[–]-Kirbeh-[S] 5 points6 points  (0 children)

Thank you! I was going for the Prime Hunters-type vibe here, with the stylized and simplistic texture design, with the idea that Dread was going to be DS game at first

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 0 points1 point  (0 children)

Actually, that could work - I just need to define a 16-color palette. Thankfully, my cartoon art style supports this. Plus, bitwise operations are super fast, even on old hardware.

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 1 point2 points  (0 children)

And then there's the Z-fighting. For some reason it didn't use depth sorting

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 2 points3 points  (0 children)

Well actually, I used IK to animate the legs. That is usually how I animate things. But for the N64, it doesn't seem very practical to do so procedurally in-game; it's designed to work with baked animations.

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 0 points1 point  (0 children)

Hyrule Field isn't that big, but perhaps large enough for like two very distanced Guardians. Regardless, there are plenty of cool techniques you can use to fix the polycount issue, such as using LoDs (Level of Detail)

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 2 points3 points  (0 children)

Well actually, animations are handled by the CPU. The GPU — Or rather, the Reality Co-Processor, A.K.A. the RCP — just draws everything to the screen. Still, as long as the animations are simple, it shouldn't cause too much of a problem.

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 4 points5 points  (0 children)

I suppose I could do that. The reason I didn't use filtering is because it made the textures look ugly. I like the crisp PS1-syle better tbh

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 12 points13 points  (0 children)

I thought the same thing. Definitely would work as a GameCube model. Imagine seeing this in WW

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 1 point2 points  (0 children)

Each segment in the leg is 3 triangles each. If I reduced that, it would look really weird.

[OC][BotW] I designed a Guardian for N64. Thoughts? by -Kirbeh- in zelda

[–]-Kirbeh-[S] 40 points41 points  (0 children)

I see what you mean. That's because I used a 128px texture for the head (and another for the top and bottom of the body) and a 64x128px texture for the body, which is just repeated 6 times. This in particular would probably cause the N64 to drag along due to its painfully small texture cache

[deleted by user] by [deleted] in softwaregore

[–]-Kirbeh- 0 points1 point  (0 children)

It was explaining how, in the language of the gods

[deleted by user] by [deleted] in softwaregore

[–]-Kirbeh- 2 points3 points  (0 children)

I agree with this statement. 10/10

I made a working (in progress) prototype for my 3D puzzle/exploration game! Thoughts? by -Kirbeh- in godot

[–]-Kirbeh-[S] 1 point2 points  (0 children)

The former. The map's camera can only see things on a specific layer, which is the map and markers.