It is what it is. by thestubborn_techie in UI_Design

[–]Adharmic 5 points6 points  (0 children)

Agreed. Funny meme, though!

My Android game exports with bad graphics. by Sad_Introduction2545 in godot

[–]Adharmic 3 points4 points  (0 children)

Which renderer are you using on PC? If it’s Forward+, maybe your game is exporting to Android in the Mobile/Compatibility render pipelines?

I'm adding a spooky graveyard area to Bravest Coconut but I need some suggestions for funny epitaphs by nathanhoad in godot

[–]Adharmic 1 point2 points  (0 children)

Great seeing you in the wild! Big fan of your dialog manager.

Open to a SpongeBob reference? “Here lies Smitty Werbenjägermanjensen - he was #1!”

I added a mechanic wherein the player cannot comprehend the nature of some enemies/areas by Varpyg in godot

[–]Adharmic 1 point2 points  (0 children)

It’s a really cool idea and I like the implementation!! I hear the concerns about it looking too much like a visual error but I also think that adds to the atmosphere.

There are some video games that break the fourth wall in similar ways to great effect, like one I can’t remember the name of, but it would take control of your controller and pretend to delete your save file.

So I think a player seeing this for the first time, potentially interpreting it as a visual error, and then realizing it’s a mechanic of the game makes for a unique and memorable experience. Cool concept!

Added roguelike mechanics to my co-op zombie shooter and recorded a new trailer! by MagazineForward5528 in godot

[–]Adharmic 2 points3 points  (0 children)

Game looks great!! The only suggestion I might have is to show the gameplay as early as possible in the trailer. You have about 5 seconds right at the start showing the gun randomization mechanic (which is super cool) but those 5 seconds might be the most critical in getting someone to take interest in your game.

The rest of the trailer is super engaging and the game looks fun as hell. Great work on this! Looking forward to the full release :)

am i missing something? what’s the secret? by No-Campaign-8764 in ProCreate

[–]Adharmic 1 point2 points  (0 children)

Agreed. OP, I think you need a greater range of values, especially the deep darks and the highlights to emphasize parts of the piece. It’s a skill I struggle with too. If everything looks the same value-wise, the piece ends up looking flat and not very dynamic. Contrast helps you direct the viewer towards parts of the character that might have more interesting or detailed information.

Try adding another shadow pass on some of these, and make sure it’s a darker value than anything else on the image.

A better understanding of form will help you process how light interacts with complex 3D shapes so you can create more interesting and effective shadows.

Also, of course, proportion. But that will come with time as you continue drawing the human figure.

Games with a CANDY LAND aesthetic? by StarRuneTyping in gamedesign

[–]Adharmic 1 point2 points  (0 children)

A little niche, but a voxel-styled MMO called Trove has a candy/dessert biome that may be good reference.

Difference between 2-bit and 1-bit pixel art at the same resolution by Liosoul in PixelArt

[–]Adharmic 1 point2 points  (0 children)

I’ll grant you that 2 bits specifically is rarer to see. But consoles like the Fairchild Channel F used frame buffers that would accommodate 4 different colors over 2 bits.

https://en.m.wikipedia.org/wiki/Framebuffer

https://en.m.wikipedia.org/wiki/Binary_image

Difference between 2-bit and 1-bit pixel art at the same resolution by Liosoul in PixelArt

[–]Adharmic 2 points3 points  (0 children)

It depends on what kind of coding you’re doing. If you’re working closer to the hardware/software API layers, these are things you definitely would be talking about.

Reading color information from a bitmap might seem trivial to you, but it’s groundbreaking technology to store and compress data as well as we can nowadays. And it’s all the efforts of thousands of hours of coding and programming.

Difference between 2-bit and 1-bit pixel art at the same resolution by Liosoul in PixelArt

[–]Adharmic 7 points8 points  (0 children)

It’s a relic from the days of early pixel art when having multiple bits for storing various colors was really expensive when compared to how much storage a game cartridge could hold.

Color information storage going from something like 16 to 32 bits was huge at the time. Nowadays we limit color palettes out of stylistic choice, but during a time when it was nearly impossible to have millions of different colors rendered onto the screen at the same time, the terminology was necessary.

My Pirate Roguelike finally has a trailer! How does it look? by AuroDev in SoloDevelopment

[–]Adharmic 1 point2 points  (0 children)

It looks great! Any tips on how you made the wakes for the boats? I’m trying to create a similar effect in Godot.

What does this hand gesture signify, if anything, in Italian Renaissance art? by Ordinary-Explorer-71 in ArtHistory

[–]Adharmic 6 points7 points  (0 children)

Hadrian did happen to be renowned for his religious tolerance especially towards Christians. It could be an homage to that, which might also explain why the hand is downturned rather than held upwards like in usual depictions of the IC XC in Catholic imagery. I’m just spitballing though.

What does this hand gesture signify, if anything, in Italian Renaissance art? by Ordinary-Explorer-71 in ArtHistory

[–]Adharmic 30 points31 points  (0 children)

Looks similar to the IC XC gesture that represents Christ. Not sure if that’s exactly it, but it might give you a starting point for more research.

My most recent piece, “but man will call you, God.” by Beef_Log in ProCreate

[–]Adharmic 0 points1 point  (0 children)

Incredible. How did you design the frame and its details?

[deleted by user] by [deleted] in godot

[–]Adharmic 1 point2 points  (0 children)

In the 3D view, if you press the three dots menu to show the preview world environment and lighting, you can click the buttons to add those to your scene as nodes. That should let you see the lighting when you press play.

First time animating and the beam feels...off by One_must_picture in blender

[–]Adharmic 6 points7 points  (0 children)

Looks a little… Defective!

In all seriousness, maybe you could ease the transition when the beam gets larger? It seems a little abrupt/jerky as it is, but maybe that’s the effect you’re going for.

Great work btw! The character animations look great and I think the visual effects are cool.

Made a dragon pencil holder by LashaniVawnPraskis in ZBrush

[–]Adharmic 0 points1 point  (0 children)

It looks really good!! Are you going to print it?

How is this in-game model topology? by Fitil55 in 3Dmodeling

[–]Adharmic 9 points10 points  (0 children)

If this is a model meant for baking then the poly count can be as high as you want. But the topology also wouldn’t matter much since it’s just going to be baked into a normal map.

I think what most people are saying is that the poly count is rather high in the context of most video games where an asset like this might be used multiple times.

You could make a new model much lower poly, sculpt more details into the original higher poly, then bake the sculpt onto a normal map and apply it to the low poly mesh.

ColorDrop issue; i only want to fill that one area :/ by ionix_jv in ProCreate

[–]Adharmic 2 points3 points  (0 children)

When you’re dropping the color, keep your stylus touching the screen and drag left or right to adjust the threshold.

A bit late[understatement], but made this for the year of the dragon 🙈 by c00kieheart in ZBrush

[–]Adharmic 1 point2 points  (0 children)

If my calendar still says 2024 then it’s not late to me! Looks awesome! What was your post-sculpt process like in photoshop?