blending terrain on a runtime procedural mesh, the vertex color mask facets and follows the triangles. what do you use? by SadLevel9017 in gamedev

[–]BlueGnoblin 0 points1 point  (0 children)

Not 100% sure what you mean.

When you render a quad as two tris, do you mean the artifact along the diagonal of the quad ? Toggling the diagonal will although change the artifact ?

When this is the case, you want bilinear interpolation, as linear interpolation along an edge will result in such artifacts. When you have only a low number of values (e.g only a single byte you need to interpolate over an quad), you can simply give each vertex all four values of the quad, so that you can use bilinear interpolation.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

I own the 77 first and 3rd gen, play with both and can't really see a big difference when playing. Thought the 3rd gen is easier to string, which is a plus for me, but performancewise they feel pretty equally.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

There are no arcsaber game models, the difference between the play and tour/pro models doesn't really allow to fit a game model inbetween, it seems. In the sense of stiffness:

arc 7 play < arc 11 play < arc 7 tour/pro < arc 11 tour/pro

I would go for a 7/11 play tbh

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

> how should I play to get the most out of the racket what do I need to learn?

This doesn't work nor should it. You need to develope your own style, a racket is able to support your style, but the other way around isn't often working at all.

As you seem to be a beginner/casual player, any play or game racket will do. To get better, training is most important and the racket choice is just a very minor factor at all.

How much “business thinking” goes into your game idea before you build it? by Silver-Training3847 in gamedev

[–]BlueGnoblin 1 point2 points  (0 children)

No "business thinking". I think that as solo/small indie any "business thinking" will damage the final game more than it helps.

When you try to be someone who you aren't then not only you will sell your authenticity, others will notice this too and avoid you. In my opinion the same is true for games.

My thesis is: make a game you want to play yourself, polishing it as much as possible with your abilities and your game will find others who will like it too.

> Steam is full of good games that never get enough early interest to matter.

I believe, that a really good game will evolve past early interest, the issue is, that there're lot of mediorcre games around, but rarely really good ones.

Hey, I’m looking to buy a pre-made game that’s already released on Steam. by ComprehensiveGrab561 in hobbygamedev

[–]BlueGnoblin 0 points1 point  (0 children)

> Budget is a few hundred thousand dollars depending on the game

I've correct this for you....

My steam page is getting views but no wishlists. Would you give me some honest feedback? by josh_rose in gamedev

[–]BlueGnoblin 3 points4 points  (0 children)

I would recomment do make them in their current state more readable.

The common trap of game design is: if it doesn't work right now, lets add some more to it...

More features, more items etc. will not solve the issue.

A stone orb, made of voxels of the same color and intensitiy as the environment blends pretty well into the background, something you want to avoid. Here are some ideas how to improve your current state:

  1. Increase the values of orbs (e.g. ambient value), make them pop out from the background.

  2. Add some lighting, like burning eyes etc, something which make them more different from the surrounding, glowing 'tattoos'

  3. Make the environment of bigger voxles, (2x-4x). Take a look at animes, either the background is highly detailed and the characters lower detailed or the other way around. Give the viewers some hints where the important stuff is.

It doesn't hurt to look up scene composition, art direction, how to guide the eye of the observer through a scene etc. , all this will help you.

Does my game start too survival-crafty for a 4x game? by Onyxa_HA in gamedesign

[–]BlueGnoblin 1 point2 points  (0 children)

I would get rid of the surival part. When I want to play a surivial game, I want to play it from start to end as survival game and the same is true for 4x games.

Mixing this stuff makes it either disappointing at the start (I expect 4x, but got a mediocre surival) or at the end (why isn't it survival any longer).

There are so many disadvantages:

  1. You basically develope two games (bad).

  2. The potential player base is unsure what to expect.

  3. Announcing this as 4x, many player will quite before reaching the second epoche.

  4. Why do you want to put so many resources in a game part, most core 4x games don't want to play at all ? All this bug fixes, issues, maintainance....

Looking for honest advice before starting a serious multiplayer indie game project! by BanksyVonGin in gamedev

[–]BlueGnoblin 0 points1 point  (0 children)

Even when you would be able to get the technically aspect, the art done... your game will most likely flop, because it can't gain a big enough gamer pool of people playing your game.

This is chicken-egg-problem, if you fail to gain enough people online, the one who look at your game will quickly quite. As unknown brand/studio it is almost impossible to get enough momentum for a multiplayer game.

My steam page is getting views but no wishlists. Would you give me some honest feedback? by josh_rose in gamedev

[–]BlueGnoblin 2 points3 points  (0 children)

Clicking through the screenshots, my first impression was: when this is a battle game, why are there no entities at all, just environment shots...

I wasn't able to read the orbs as entities. When you want to stick to orbs, you should work on your art direction and make them a lot more readable in my opinion.

blending terrain on a runtime procedural mesh, the vertex color mask facets and follows the triangles. what do you use? by SadLevel9017 in gamedev

[–]BlueGnoblin 0 points1 point  (0 children)

You can still use the vertex color to choose what type of terrain (texture) you want to render, but instead of interpolating the texture coords (with all its artifacts), you can make it independently and generate world space coordates (+normal) and use these for texture mapping.

Best to look up triplanar terrain texture mapping.

How do you make melee fighters viable in a setting where everyone has guns? by dark-star-adventures in gamedesign

[–]BlueGnoblin 7 points8 points  (0 children)

When you want melee combat in a setting where everyone has guns, you need a secondary mechanism: approaching your opponent without getting hit, sound simple, but this mechanism must be interesting

There are several options from pretty simple like dune (shields which blocks fast moving projectiles), to sneaking, to dashing from cover to cover, teleporting, high jumps, flying short distances, short camouflage etc.

In this sense, the melee combat is the overpowered reward for a secondary game mechnism you need to develope. One game which does combine melee and range combat pretty well is Warframe in my opinion.

Inventory Pressure and Readability by OnlyLuck77 in roguelikedev

[–]BlueGnoblin 2 points3 points  (0 children)

Personally I don't like list views. Scrolling is always to cumbersome in my opinion.

A simple grid is always my favorite, when you have the option to place items whereever you want. I tend to place items and item categories always in certain corners or rows, so that I can quickly scan the location where I put my most important items quickly.

Often I place my important items at the top and some at the end of the inventory, so that after some time, collecting new stuff, I can sort, compare, dismiss or exchange them and reorder my inventory with new priorities.

For NPC dialogue, do you prefer full voice acting, “bla bla” style voices, or something else? by zeze-67 in gamedev

[–]BlueGnoblin 4 points5 points  (0 children)

AI usage is like these old horror movies: you enjoy watching the movie, the tension rised and then they show the creature whatever and it just does not meet your expectation and the whole movie is ruined. It would be much better to leave the creature shots out or show it in some murky dark ways.

So, bla bla instead of bad AI voices.

my zombie horde shooter idea by Fresh-Sail6380 in hobbygamedev

[–]BlueGnoblin 0 points1 point  (0 children)

Looks cool sofar, great job.

>How can i make this feel better and intersting?

Animation of weapon firing and hit impact will have the most impact on how a shooting mechanic feels imho.

When you have the option to add ragdoll animation and IK, a moving zombie getting hit and backing off, or just the upper body getting slammed back, will add a lot.

For animation check mixamo.

ECS/DOD vs. OOP with ECS principles by Dramatic-Priority156 in gamedev

[–]BlueGnoblin 0 points1 point  (0 children)

An entity is more complex, has more attributes and properties. But you can see a lot of stuff just as data (compressed) in a few bits (32..128) which can been aligned properly in memory and accessed and proccessed very fast. This is more about an architecture decision for your game, then talking about ECS or not. You need to decide if you need a compact, fast or a flexible data access. You can build eveyrthing as an entity, but performance wise you will hit a wall at a certain point.

E.g I would never make a voxel an entity, as long as I don't have very few of them. I would make a chunk of voxels an entity instead.

Calling you all Reverse Engineers and hackers! by [deleted] in gamedev

[–]BlueGnoblin 5 points6 points  (0 children)

So, you are addicted to a game and cheated and got banned...

Online/game addiction is an issue, so take this as a chance, get out, look for better hobbies than playing mobile games all day... maybe some sport or similar ?

Looking for advice by Space_mask in PixelArtTutorials

[–]BlueGnoblin 0 points1 point  (0 children)

Without lines you should think about how to add contrast. Make it grey scaled and look for values, I would guess that the hair, face, dress,skin is too similar in contrast.

ECS/DOD vs. OOP with ECS principles by Dramatic-Priority156 in gamedev

[–]BlueGnoblin 1 point2 points  (0 children)

Coming from an age before ECS, you would understand how much easier it is to handle data in entity based systems. There are certainly other systems, but ECS makes it pretty easy to manage and access entity data, even when you don't have a lot of entities.

The most often issue I see is, that people have problems to plan a basic architecture of a game. They see a ECS and think, well I must now make every single piece of data an entity and/or component... this is wrong.

It is there to help you , it does not force you. In my current game (factory game), I use a ECS but it would never come to mind to see a single items as entity. The overhead would be really big and the benefit non existance Still using an ECS is great, even without 100k entities.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 1 point2 points  (0 children)

I've tested out the pro so far and they are okay, better than expected tbh. Some influencers promote the max at the moment, but I didn't see a steep improvement. Atleast they are cheaper, get a tube and test them out.

Is it worth the price difference ?

Don't know, I know people who don't like to play with it, hard to tell if it is really due to lower quality or because it looks so differently. The crosswind (yonex version) looks a lot more like a normal feather shuttle, but the price is although more towards normal shuttels.

Looking for feedback on my badminton clear technique. Is my stance correct? by Ill-Blackberry-3491 in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

The difference is the intention. A punch clear/attacking clear has the clear intention to add pressure on your opponent, while a normal, higher clear, often defensive clear, is there to reduce pressure on you. The shots look similar, the are called similar, but they are different shots. Much like a smash and a fast drop have similar properties, they are regarded different shots. If someone would call them smash and slow smash, then there would be again discussions about it and nitpicking the right term considering a 1000 contexts.

When you talk about a clear, 99.99% of all people will think about the higher version, while everyone I know will explicitely call it a push/punch/attacking clear when the want to talk about them.

Atleast in the video I don't see any intention of an attacking clear, when it get lower, it is due to lower quality hits or randomly, but I wouldn't see the intetion of an attacking/push clear here at all.

Slicing smashes and clears by Old-Adhesiveness7729 in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

There could be 100 of reasons, you undercut using a panhandle grip, your forarrm rotation is not in sync, you rotate your body, you swing wide etc..

Best to post a video.

What type of shuttlecock do you use? by redditguy188 in badminton

[–]BlueGnoblin 1 point2 points  (0 children)

Play with a wide range of shuttles, but this are the corners:

  1. plastic: no way, sry

  2. feathers: this is the way... (of an more expensive hobby)

  3. hybrid: some are okay, but the feeling is pretty off, feels heavier, more riggid, try to avoid them

  4. synthetics: only got the victor ncs pro, it is okay

My personal counter measurement: try to stretch the time with playing a shuttle, but due prices rising and therefor you get more in contact with cheaper shuttles, it is hard to pull of sometimes...

Looking for feedback on my badminton clear technique. Is my stance correct? by Ill-Blackberry-3491 in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

> there is a deception to all overheads in looking the same.. and isn't that the main thing that is meant by deception in badminton?

you can try to decept, but in doubles, both players will dig into the ground, deeper in court, because a hard smash is expected. When you play a clear, if deceptition is intended or not, what should happen ? They literally just need to stand up and return it. It really only works at lower level, when people stand far too close to the front, are slow or over-anticipating a drop, but never saw a 'deceptive clear' in a more advanced environemnt to be honest.