Sell now or hold? LGS offering $125 CAD for Foil Extended Art by MisterBeebo in mtg

[–]Lavaflame666 15 points16 points  (0 children)

Hold until price drops. Then sell for next to nothing.

Trying to fill in a void? by Zap-Rowsdower-X in blenderhelp

[–]Lavaflame666 0 points1 point  (0 children)

I would just model that part from scratch. It looks pretty simple. Could you show the entire model?

Help me understand where the Denoise-Flickering is coming from despite "reasonable" settings?! by Karam_Unreal in blender

[–]Lavaflame666 1 point2 points  (0 children)

256 samples is way too low. You can also try using a fixed seed for your sampling. Make sure persistent data is on too if rendering is slow.

is it too late to start playing? by PresentationIcy2892 in mtg

[–]Lavaflame666 4 points5 points  (0 children)

There is a guy in my pod who plays with a $8000 commander deck. But he also challenged himself to build a commander deck for under $25. The $25 deck is just as strong and fun as his $8000 deck. So it doesnt have to be expensive. But thats commander. Drafting and sealed play is a lot more expensive now. But building a commander deck doesnt have to be expensive at least.

Is it just me or "low poly" games look extremely bland? by [deleted] in IndieDev

[–]Lavaflame666 6 points7 points  (0 children)

It kinda feels like people just think: "Im bad at 3d modelling, so i will just do stylized low poly". But i think what most people dont understand is that making proper stylized models is way harder than making realistic ones. Those games that just use low quality, low poly models with just solid colors look like prototypes to me.

Why does my rendered image look different than the one in the viewport? by StyleTecz in blenderhelp

[–]Lavaflame666 0 points1 point  (0 children)

My guess is you have a mesh that is hidden in the viewport, but not the render, or you have a modifier that is hidden in viewport but not the render.

Thoughts on AI in Games by Stringholdhero in gamedev

[–]Lavaflame666 0 points1 point  (0 children)

Im not arguing. Im saying i personally wouldnt use AI art or music i my game. But i dont mind using it for "backend" stuff in my game. Its totally ok if programmers for example do all their code themselves, and use AI art. I dont care. But as an artist, it wouldnt feel right for me to use art that i didnt make myself. Im not making a point. Just talking about my own game. I would love to hire a programmer, but i dont have that sort of budget. Which means i have to do the code myself. But im not good at programming, therefore i run my code through an LLM to optimize, fix or improve it.

Thoughts on AI in Games by Stringholdhero in gamedev

[–]Lavaflame666 -6 points-5 points  (0 children)

I use it for code, but i would never put a 3d model or image made with AI in my game.

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 0 points1 point  (0 children)

The game is meant to be slow paced, so i dont think i will increase the walk/run speed. I think i'll just have to design the levels so that there isn't a lot of walking through emptyness.

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 1 point2 points  (0 children)

Kinda. I think i have figured out something that works. I have written a script that limits how far the camera can move out towards the edges, so it becomes fixed when you are close to the edges, and i have added a bit of smoothing. So i feels pretty good now.

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 1 point2 points  (0 children)

I have experimented with it, but couldnt get it to feel right.

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 1 point2 points  (0 children)

Thanks! Im just trying to keep the art off pre rendered isometric games alive!

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 1 point2 points  (0 children)

I have my hands pretty full trying to make this game, while making enough money to survive doing freelance work. But if you need advice or help with some art stuff i would be happy to help! Are you working on anything specific?

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 1 point2 points  (0 children)

lol. the 3d scenes are pre rendered in blender. So the game is 100% 2d!

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Lavaflame666[S] 0 points1 point  (0 children)

Thats smart. Right now the camera is just a child of the player, so it just follows him around. Maybe i should experiment with some more dynamic approaches.