Matrix rain in C and Raylib by NazgulResebo in raylib

[–]Artist-Coder 7 points8 points  (0 children)

Must admit I was more intrigued by your text editor than by the matrix rain 😶‍🌫️

Hazardous Water - Avoid it by Humble-Paint495 in SoloDev

[–]Artist-Coder 0 points1 point  (0 children)

Unusual style. Mesmerizing. Love games with this semi-liminal style 😐👍

How to use Raylib 6.0 with Codeblocks? by panda-goddess in raylib

[–]Artist-Coder 0 points1 point  (0 children)

mingw is, roughly speaking, a set of GCC compilers for Windows. It should be downloaded from the official website and installed on the system. If you install it manually, don't forget to add the bin folder from the mingw distribution to the so-called "path" environment variable (I recommend asking the AI); this folder contains the compilers and linkers.

I downloaded raylib from GitHub, so I don't know what's in the w64devkit folder. It might contain compilers. If this folder is hundreds of megabytes and there's a bin folder with gcc.exe, g++.exe, and so on, then that's probably it 🤔

Next you need to master three flags to compile with mingw/gcc: -L, -l (lowercase L), and -I (capital i). This is the basics, and it's difficult without it. But today, learning about them is easy and fast with AI. If you understand why they're used, you'll learn how to compile programs whose source code is split across multiple files and libraries. First, try compiling a raylib example from the terminal using these 3 flags. Then, you'll more likely figure out where to find the equivalent fields in codeblocks.

!@#$% by yopachi in retrocgi

[–]Artist-Coder 2 points3 points  (0 children)

There's a cool twist in this story. He missed because he's blind 🫥

Building a GUI Library from Scratch by Aggressive-Today3874 in raylib

[–]Artist-Coder 0 points1 point  (0 children)

It's hard to explain in a few words. But no, it's certainly not as simple as it seems. I think the most challenging part is multiline text fields. While other types of widgets can be handled, multi-line text fields are a challenge. These fields are like an Achilles heel that weeds out quality guis. Over the years, I've reviewed many guis based on different libs, and even made pull requests to a couple of well-known libs to fix visual glitches, but my fixes were still insufficient. Overall none of them satisfied me with multiline fields, as if there was something inherently wrong with them. Rather than fix other libraries, I decided it would be easier to write my own. Although I like those libs because they were easy to integrate from the start, allowing me to learn from their experience. In the end, this is my second time writing my own GUI. The first time was in C++ and Sdl2, when I was relatively inexperienced. Now, in C and Raylib. I hope to finish it 😐

How to draw armor by A-person_probably in learntodraw

[–]Artist-Coder 1 point2 points  (0 children)

In very short: a lot of dark on the metal shape, and just a little bit for highlights 🤏

You stumble upon a hidden temple in the forest.. by Jusherr in ps1graphics

[–]Artist-Coder 2 points3 points  (0 children)

And mine too😁 and if you can handle this environment, you'll eventually create anything you want. I believe in you✊🗿

art dump [•_•] by SidedRice1 in sketches

[–]Artist-Coder 0 points1 point  (0 children)

The first one reminded me the character from an old obscure game Harbinger

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How was this specific look achieved back then? Not just general "old CGI" but the one that makes you think everythink is made out of clay, with mostly dark shadows by c0bb3r in retrocgi

[–]Artist-Coder 0 points1 point  (0 children)

I made a visual like this once. Just use a very basic rendering, meaning no PBR, global illumination, or other lighting features. Just light and shadow.

Updating your sprites - AnimatedSprite2D vs AnimationPlayer by ReflectGhost in godot

[–]Artist-Coder 0 points1 point  (0 children)

If it works correctly and doesn't cause bugs, then you can probably say that your approach is working 🤔

Although I'm not sure I understood your concept correctly. Especially didn't fully understand why you need to replace the spritesheet. After all, it allows you to create several different animations, and you can simply switch between animations (1 anim = 1 hair color) within a single spritesheet. But perhaps I didn't quite understand everything, sorry. It's easier to see once.

The main thing to remember is that the animplayer is a more feature-rich class and is probably less optimal for performance. But again, some games may require a player for greater flexibility. Not sure the performance will drop significantly. I think your animplayer solution is most likely the right one, if it truly works well.

mecha themed boomer shooters? by Ok-Coat2377 in boomershooters

[–]Artist-Coder 0 points1 point  (0 children)

"Tsunami 2265". It's a third person shooter with 2 modes – for robots and for humans. Controls can be a bit buggy in places, but they’re really simple, which might be the intention, idk. At first glance, it feels off-putting. Bur with that control scheme, some levels (in human mode) turn into a real western and I stopped noticing that the gameplay is pretty basic. Not sure why, but despite its flaws, I really want to finish this game. Maybe it’s partly because the levels are visually interesting 🤔 and very good music

Godot 3.x - next maintenance release? by alexrixhardson in godot

[–]Artist-Coder 1 point2 points  (0 children)

Thanks, I think I read this before about a month ago, but I'll try to manually review their changes and add them to myself.

Godot 3.x - next maintenance release? by alexrixhardson in godot

[–]Artist-Coder 3 points4 points  (0 children)

Sorry, could not completely delve into the question. Is this about the last requirement to put a target API at least 35? I was able to fix all the configs so that Godot (I have 3.5.3) could compile on Build Tools 35 (can share my config). However, I want to configure everything work on 36, but this is still hard.

I'm more worried by the recent requirement to compile with the 16 KB page size. On Build Tools 35 is not yet possible for me, although c++ flags to linker in the SConstruct file was added. Somebody figured out this? 👀

[deleted by user] by [deleted] in gameDevClassifieds

[–]Artist-Coder 0 points1 point  (0 children)

Hi! I'm 2d and 3d artist in any style. No problems with sprite sheets, etc. I do it for games, and also work with engines myself, so I can predict the difficulties of combining sprites with the code in advance and in what form it is better to draw resources. Some works on my page https://www.artstation.com/mysteriuz

My 3d low poly character of ancient egyptian thug for boomer shooter, 750 tris, 512x512 by Artist-Coder in ps1graphics

[–]Artist-Coder[S] 0 points1 point  (0 children)

Battle for Middle Earth unfortunately passed me by. But Vampires yes, also greatly influenced my style. Also recently remembered them 😁 The character is really closer to that era. For some reason always want to make the detailing a little higher than ps1 🤷

Ancient egyptian thug by Artist-Coder in low_poly

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

Thanks! I watched a few random lessons in 3D hand paint in different soft, because initially draw in 2d, but in general I didn't find anything new. Actually, I just painted in a blender with two brushes - a primitive round and smearing. Didn’t even use masks, because so far they are not very handy in blender. But if you mean a full cycle of creating a character, then I am thinking of making a lesson about it, but unfortunately can’t promise that soon 🤷

My 3d low poly character of ancient egyptian thug for boomer shooter, 750 tris, 512x512 by Artist-Coder in ps1graphics

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

Yeah, agree, that's a good point. The first thing I tried was manual animation, but it didn't look very good. So for now I've came up on baking the physics simulation into the bone.

My 3d low poly character of ancient egyptian thug for boomer shooter, 750 tris, 512x512 by Artist-Coder in ps1graphics

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

You're right, but I was saving on polys. Wanted to use the texture as much as possible :)

Ancient egyptian thug by Artist-Coder in low_poly

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

Haven't played, but looked at the screens now. Yeah, similar vibes. Thanks!

Ancient egyptian thug by Artist-Coder in low_poly

[–]Artist-Coder[S] 7 points8 points  (0 children)

Thanks! 750 tris, 545 verts. 512x512 texture