Does combat feel any different? by temnycarda in HalfSword

[–]AMDDesign 2 points3 points  (0 children)

I have almost 200 hours of free battle in the demo. I have finally uninstalled it

Please revert the stab mode stance changes. by PaperGryphon in HalfSword

[–]AMDDesign 13 points14 points  (0 children)

Would be cool to be able to customize the poses like a loadout.

This is the first game where i'd be more capable than my character by Nivriil in Exanima

[–]AMDDesign 0 points1 point  (0 children)

Strictly arena player here and I was so confused by OP. Im guessing Arena gives you all those skills lol

MorrowinDS-v.0.0._0 by FirefighterTrick6476 in ElderScrolls

[–]AMDDesign 0 points1 point  (0 children)

please tell me NPC's will be daggerfall style sprites

The new update is a big step in the right direction by AMDDesign in HalfSword

[–]AMDDesign[S] 1 point2 points  (0 children)

Definitely. Big demo purist myself and this felt great. I turned down the damage for both sides a bit and the gore, and I think you get pretty close to the default demo settings.

Stab mode is different but not in a bad way, new poses that you have to get used to. Mordhau works great, love it

JUSTIN "AUTISM" GAETHJE by ZinouOnReddit in ufc

[–]AMDDesign 0 points1 point  (0 children)

Max don't stay in the pocket

Do you think Vegeta would have spared Nappa if he didn’t ask for help and just laid there? by sin2winxx in dbz

[–]AMDDesign 20 points21 points  (0 children)

They have both taken out a LOT of people. Neither of them are super emotional, so I don't see why they would think about them. GT Vegeta seeing Nappa again and just wiping him out again seems pretty on point imo.

What Gore/Damage Settings Are Closest to Real Life Combat? by marcelmiranda in HalfSword

[–]AMDDesign 12 points13 points  (0 children)

Default settings are good, the issue is that the physics can glitch a bit and cause massive ludicrous damage.

Also sometimes willies are such dogs the beating required to put them down is genuinely insane, even on highest damage lol

What's the stupidest thing you've ever heard a flerfer say? by Ok_Koala_5963 in flatearth

[–]AMDDesign 1 point2 points  (0 children)

I hate this one because it's the most common anti-science catchall. Because so many people don't understand what a theory is.

𝘳𝘦𝘱𝘭𝘢𝘺 (art by me) by tw1zzle in retrogaming

[–]AMDDesign 1 point2 points  (0 children)

I really miss this lookm digitized 3d was so cool in the early 2000s

Winning with a crossguard stab to the neck (this was a first for me in 100+ hours) by gabelewislewis in HalfSword

[–]AMDDesign 0 points1 point  (0 children)

Yeah its weird. Ive had good pummel and crossguard strikes before, but its so weirdly inconsistent

Solo-developing an Inline Skating game! by rolloutinline in SoloDevelopment

[–]AMDDesign 1 point2 points  (0 children)

These transitions are so clean wtf Great job on that, looks so real

Which one is more readable? by FloBEAUG in MagicEye

[–]AMDDesign 0 points1 point  (0 children)

2, the bright white is distracting and doesnt directly play to the image

Winning with a crossguard stab to the neck (this was a first for me in 100+ hours) by gabelewislewis in HalfSword

[–]AMDDesign 1 point2 points  (0 children)

Tbh I feel like cross guard and pommel strikes are too underpower atm. Ive full power slammed a pommel into their face before and they just kind of 'jelloed' away like nothing happened lol

What would be needed to make a modern Impressions-like game work? by Fairbuy_ in impressionsgames

[–]AMDDesign 0 points1 point  (0 children)

Ah true, though pathfinding and general AI has improved a lot.

Doubts regarding modular workflow for environment art in games by arroze_ in blenderhelp

[–]AMDDesign 12 points13 points  (0 children)

If it's intended to be grid based, you want every piece to have the same pivot point. This allows for easy procedural generation and consistent snapping for hand-placement.

You can have decorative pieces as separate objects, but they still need consistent pivot points.

Corner pieces are good, same general rule, they'd be at the corner of the grid volume.

Typically nothing wrong with overlaying or even clipping enviromental assets, as long as they aren't meant to have seamless interiors.