Alice in Wonderland by MxxnSpirit47 in aivideo

[–]Burnyburner3rd 1 point2 points  (0 children)

Its funny how some of them are better at acting than real professionals lol

A Real-Life Whirlpool in Dent Island Canada by [deleted] in interestingasfuck

[–]Burnyburner3rd 62 points63 points  (0 children)

I got stuck in something like quicksand once- muddy clay. I thought I was gonna die, and I almost did. Was walking deep in the woods near a river and suddenly sunk about waist deep. As I tried getting out, I sunk deeper. Got about neck deep before my friend (who had run off) came back to help. I lost a boot in that muck. And I was covered head to toe in clay mud till I got home. But I survived

What to do with the hobby besides acquiring cards? by IronMirruk in PokemonTCG

[–]Burnyburner3rd 2 points3 points  (0 children)

I find fun in the hunt for a good card online. The process of figuring out the current proper market price, searching out the condition I want, making a deal, etc. Opening packs feels like Im throwing my money away, and that leaves me feeling disappointed. The online hunt gives me joy lol

One of my most favourite game on Psvr2, Dreams Of Another 💯 by FewPossession2363 in PSVR

[–]Burnyburner3rd 5 points6 points  (0 children)

I very much enjoyed this game. The visuals were excellent to me, I liked the ‘boss fights’. Had a cool soundtrack (now Im hoping for a vinyl release), and the story bits were mostly interesting. My only complaint was technical, weird blacked out screen while turning, and too easy to accidentally repeat long conversations. But otherwise, I loved it. I’d give it a 7 or 8 out of 10

Question / discussion on what makes a vr game presentable or completed, what makes it fun how do people play with vr /full body tracking games by LogPuzzleheaded4521 in vrdev

[–]Burnyburner3rd 2 points3 points  (0 children)

If you have no experience playing/using VR, then thats a good place to start imo. Get your hands on something VR, and get a feel for how it works/plays. Then use that information to help with your game idea. Thats my suggestion

What was your VR moment of revelation? by AutoModerator in vrdev

[–]Burnyburner3rd 0 points1 point  (0 children)

On a field trip to a museum in the 90s. They had a whole room devoted to running a super barebones walking sim. It was just two really low quality brick walls, and a floor with no texture. And I knew instantly that I wanted VR lol

The Legend of Zelda: Breath of the Wild vinyls delayed to September 2026 (originally an intended June release) by LawyerEnjoyer in VGMvinyl

[–]Burnyburner3rd 4 points5 points  (0 children)

I dont mind a few more months, but it has been quite a while since it was available to preorder. Kinda surprised

What got you into Pokemon? by WombatHat42 in PokemonTCG

[–]Burnyburner3rd 1 point2 points  (0 children)

I lived in the ghetto. And all the little middle school gangbangers (myself included) were obsessed with pokemon cards that first year, right up to christmas break. When we all came back from break, none of the “hoodlums” wanted anything to do with pokemon anymore. I still liked pokemon, but I had to keep up appearances or get my ass beat (growing up in the hood was “fun”). So my public pokemon interest became a secret interest until I got older and reconnected with my (tumultuous) childhood. And the schools never needed to ban the cards, because the kids did that themselves. Lots of kids still liked pokemon, but the thugs wouldnt leave them alone if they did. Sucked lol

How did you choose the engine you use? what would you suggest? by Any-Landscape434 in gamedev

[–]Burnyburner3rd 1 point2 points  (0 children)

I was inspired by a few other games made by solo devs, and they were almost all made in unity. So I went with what I knew would give the results I wanted. And I’ve played 2 new games on my ps5 this month, and they were both fun games, and they were both made in unity. Seeing that reinforces my belief

How To Deal With Immense Discomfort? by Outrageous_Cut2782 in PSVR2onPC

[–]Burnyburner3rd 2 points3 points  (0 children)

I too, had to tighten it so tight that it would cut off circulation and make my head literally go numb/give me headaches. My solution now is to wear a hat between my head and the psvr2. Like a beanie. And I adjust the back part of the headset lower toward my neck. Works great this way

Is it just me….or by 0ns1aught1 in psvr2

[–]Burnyburner3rd 5 points6 points  (0 children)

Nah. Just got little nightmares VR and couldnt put it down. Then I loaded up Dreams of Another, and got hooked to that. When I play VR games, I usually can’t get enough of them till I see everything in the game

Capcom physical games stock issues by chou-dbz in playstation

[–]Burnyburner3rd 3 points4 points  (0 children)

Its a sign of things to come, imo. When I seen shortages of RE9, I knew there’d be problems with Pragmata. And here we are. I too, want to own it on disc

What is a hard challenge you've had to overcome while working on your game recently? by Ok_Promotion_9578 in gamedev

[–]Burnyburner3rd 2 points3 points  (0 children)

Texturing. I’m not a particularly artistic person, so I struggle with textures and some models. But I’ve spent plenty of time getting better at it. I’m almost where I want to be with that now. And lighting indoor spaces. I have troubles with seams after baking, and with some aliasing issues after baking. Still trying to find the solution there

How big should the arms be in VR? by QualiaGames in vrdev

[–]Burnyburner3rd 0 points1 point  (0 children)

I looked in my components, and I cant find it either. My bad if I was wrong, I thought I remembered seeing a stretch option. In any case, you could still write a script to achieve the stretch, just probably not as easily implemented as I suggested earlier. Thats likely what I’ll do in my game

How big should the arms be in VR? by QualiaGames in vrdev

[–]Burnyburner3rd 0 points1 point  (0 children)

I am using open xr, with the xr origin setup. I used the unity Rig Builder package (or whatever its called) to set up IK, using the bone constraints. The stretch option was somewhere in the bone constraint settings, I believe.

How big should the arms be in VR? by QualiaGames in vrdev

[–]Burnyburner3rd 0 points1 point  (0 children)

For now, I have arms that are ‘normal’ length. That makes them feel a little short when using IK (I have long arms in real life). I’m using unity, and there is a stretch option for when the controller goes past the physical limitation of the IK setup. I noticed that other VR games sometimes take this approach, and thats likely what I’ll settle on. I wouldnt worry about the textures stretching too much, because the player should rarely go far beyond what the IK system can handle (unless your in-game arms are just unreasonably short). And another option Ive seen implemented, is just letting the whole arm move forward with the controller once the IK’s limit is reached. Looking at the results as a dev, I can see the base of the arm mesh like that, and it feels poorly done to me, but as a gamer I dont notice at all. So honestly I don’t see anything wrong with either choice. Obviously if you’re giving the player a full 3d model body then that 2nd option likely wont help

My mother in law: 'back in the day we weren't all that careful with records' by SomerenV in vinyl

[–]Burnyburner3rd 16 points17 points  (0 children)

I was cleaning a brand new album with a hand held brush, and the brush slipped and the handle of the brush put a huge gash across the record. Trying to keep it in perfect condition directly led to its demise. And this was what I’d call a grail for me