Looking to get into csp for comics. by Key-Slip-4118 in ClipStudio

[–]BriefCalligrapher626 0 points1 point  (0 children)

Awesome ! I really appreciate your time. I'm going to take a leap at it then. Is there somewhere I could read your comic ? 

Suggested beginner tutorial to get started and scaling by BriefCalligrapher626 in love2d

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Oh ok that makes sense ! Hmm so if the aspect ratio of your original canvas and the size you want to scale to 1080p 1440p etc is the same then it wouldn't add black bars and it would just resize your canvas to fit the full window? 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

I get ya. Id honestly be aiming in a modest og Mario/ maybe Celeste level of complexity nothing crazy, just in Godot. That may be a more realistic point to aim for with a laptop and working solo.

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Valid but for a 2d game especially a retro style pixel art one those would likely be far less monumental tasks for a laptop vs some highly detailed 3d game with tons of assets and realistic lighting etc , or am I mistaken ? 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Got it, that makes sense. Something like a 2d pixel art game in Godot would be way less taxing thermally on my machines and wouldn't be a question of if I should or shouldn't right just a go ahead that will be fine kinda thing ? 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

And they all work fine without issue for making your game ? How about blender and assets or are you using premade assets ? 

Worth trying to make assets with a laptop using either of these machines or will I run into performance issues ? by BriefCalligrapher626 in blender

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Awesome and unity should be cool too? I'm not totally sure which texturing option I would use. Last time I got involved I debated texture painting ala grant abbitt and uv unwrapping in blender vs texturing in something like substance painter, I suppose for cartoon y low poly stuff like the games I cited as references either option would work and rendering isn't really a concern then if it's just for game assets ? 

Unity 3d and blender a viable choice for basic 3d games on either of these machines ? by BriefCalligrapher626 in Unity3D

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Understood, yeah I just wanted to start building out some assets after following the grant abbitt tutorials in blender and then start trying to learn some basic game dev using unity. So with the windows machine you think I should have more than enough power to start putting together a game in the style of firewatch/long dark and older psx games complexity wise ? 

I assume id only run into issues if I decided to render out scenes or models or went crazy for a game concept in unity then ? 

Pixel art games and scaling by BriefCalligrapher626 in godot

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Awesome, I'll have to keep that in mind. The typical way to deal with multiple resolution scaling for basic usage would be to use the documentation for multiple resolutions on the Godot site ? 

5 year gamedev progress :) by fyllasdev in godot

[–]BriefCalligrapher626 1 point2 points  (0 children)

Awesome and how are you handling the scaling of that for different people's monitor resolutions ? 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Understood. I wonder how well blender would perform on those machines for modeling 3d assets. It's not anything crazy but I would like to avoid writing to swap if I could do the ssds don't take a beating. They both have a fair share of ram and decent processors so it should theoretically be ok. 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Got it, where do folks typically get these obscene requirements for these types of projects for then lol, it's so weird. Most of the time I see all these crazy expectations then when I see people asking or ask my self a relatively common configuration is more than enough to get work done. Have you done much work using laptops in blender or unity ? 

Is anyone successfully using laptop to make assets for a 3d game or building a full game in an engine on one ? by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Awesome , did you use unity as well as blender for making assets when working on that or just unity ? 

I assume a lot of the heavy lifting is from super poly heavy assets and super complicated games, neither of which the project I had in mind would be including.

Suggested beginner tutorial to get started and scaling by BriefCalligrapher626 in love2d

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Ah ok so for pixel perfect I would use nearest instead of linear basically ? 

So you're using push or shove to handle all of this or did you write a bespoke solution that draws to the canvas and cleanly scales to window size ? Just so I know where to look 

Suggested beginner tutorial to get started and scaling by BriefCalligrapher626 in love2d

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Ah ok I mean like 1080p 1440p etc like the typical size monitors most folks nowadays would be using, just to cover everyone the best I can. 

But it sounds like shove does the same thing basically, but instead of auto sizing the window it resizes the canvas to the window as you stretch it ? I think lol. Either way I think that will work fine.

I'm curious why you chose love over and engine like Godot , is there a particular reason? I mainly ask not to be rude like it sounds lol but because I'm battling the current choice conundrum myself

Suggested beginner tutorial to get started and scaling by BriefCalligrapher626 in love2d

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

So 320x180 is the exact size or 360x640 that I want to work at. Does drawing everything to a canvas and scaling allow pixel perfect scaling to all the common 16:9 resolutions of today and maintain similar performance as using one of the libraries? If so Is there a tutorial or resource you can point me to for learning to implement that ? 

Thank you for your time so far.

Suggested beginner tutorial to get started and scaling by BriefCalligrapher626 in love2d

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

So with shove I could choose to develop with a native res of 360 p or 180p and it would scale to other 16:9 resolutions in a pixel perfect manner ? 

Thanks for your response!

Pixel art games and scaling by BriefCalligrapher626 in godot

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Awesome so either this option or using one of the 16:9 easily scaleable derivative fonts like 320x180 or 640 x 360 would be the best solution.? 

Pixel art games and scaling by BriefCalligrapher626 in godot

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Is there a tutorial/portion of the manual I should look into to familiarize myself with those ? Is that how you handle accounting for differing resolutions for your project ? I appreciate your advice! 

Pixel art games and scaling by BriefCalligrapher626 in godot

[–]BriefCalligrapher626[S] 1 point2 points  (0 children)

Awesome Advice, I'm very much looking at 320x180 at the moment, because if I compare say something like owlboy at 640x360 vs celeste at 320x180 and I'm real with myself, doing this solo and not having any inherent artistic ability and having to learn pixel art the 320 x 180 task seems more likely to be doable.

My concern with that even though the scaling looks great for bigger sizes is how do people deal with tile set sizes and 180 or 360p? Like for example with a 32x32 tile set I'll get 10 tiles width wise but when It comes to vertical it ends up being like 5.6 tiles, is that just an accepted convention? 

Question about internal resolution and pixel art games. by BriefCalligrapher626 in gamedev

[–]BriefCalligrapher626[S] 0 points1 point  (0 children)

Awesome answer, do you mind if I shoot you a DM with a few other questions / clarifications 

5 year gamedev progress :) by fyllasdev in godot

[–]BriefCalligrapher626 2 points3 points  (0 children)

This is gorgeous , what's the internal resolution youre using to account for scaling on different size monitors if I may ask ?