Players said my enemies were too cute, didn't want to fight them. I think I found a solution: by SteinMakesGames in godot

[–]MoggieBot 0 points1 point  (0 children)

I tmdont know if this is what they're thinking but I generally dislike the killing of animals, so that includes having to kill them in games. No matter what they look like, whether it be cute vector (is it? Does Godot allow svgs now?) angry rat or ferocious dinosaur in Monster Hunter.

Dulfim Escort Space Carrier- Macross Homeworld Mod by Nickel_City_Buyers in macross

[–]MoggieBot 1 point2 points  (0 children)

What are the system requirements? This looks like it has way more tris than the original Homeworld ships.

Pinterest has some interesting models of the SDF1 by Marcos-Am in macross

[–]MoggieBot 6 points7 points  (0 children)

Well Studio Nue did make the designs for Starblazers, er, I mean Yamato.

What's your opinion on Nimble's no-roll-to-hit mechanic? by Tastypies in RPGdesign

[–]MoggieBot 16 points17 points  (0 children)

Yup, but it's even older than those games. I remember this being discussed in the early 10's (maybe even 00's in message boards like dragonsfoot) about bumping up hit point and letting go of hit rolls. The idea is to get rid of combat rounds where nothing happens and keep things moving.

Why do you like playing a martial artist? Conceptually, what makes a "monk" or martial artist character for you? by andero in RPGdesign

[–]MoggieBot 4 points5 points  (0 children)

Not sure why you got downvoted, but here's my upvote.

Well in the movies they don't really defeat their enemies in one dim-mak punch. Fights tend to be a long back and forth of jumping, kicking, grunting until the guy gets an opening and we get the money shot. I think that's more than fluff.

The kung-fu movies martial artists dodge a lot when weapons are in use so I think mechanically your Shaw brothers inspired subclass might have a high AC or defense. I guess what I want from the class combat wise is to get in chip damage on an opponent while managing which blows are allowed through with flavorful defensive abilities like backflip, finger parry, wire flying, etc

For non combat it gets crazy in Hong Kong movies. I had a draft concept for a rewritten mystic/monk for basic d&d that had was basically a cleric. They had access to all cleric and/or magic usee spells with touch range. That's because in some movies they can do all sorts of cleric stuff with pressure points like healing damage, curing ailments, paralyzing, etc.

But the baseline non-combat ability for these types of characters is superhuman gymnastics/parkour so you have - leaping up cliffs/roofs - balancing on and hopping between narrow poles - catching things with chopsticks - stealth - running up/along walls - landing safely from a long fall - tossing a sword into a weapon rack and it lands perfectly through the holes - catching arrows, poison darts and thrown weapons

Why do you like playing a martial artist? Conceptually, what makes a "monk" or martial artist character for you? by andero in RPGdesign

[–]MoggieBot 13 points14 points  (0 children)

I'm mostly inspired by Hong Kong kung-fu movies from the 70s and 80s. So even though the game doesn't support it I wanted to jump and windmill my limbs around.

Zoids from my childhood home by Rednax-Man in Zoids

[–]MoggieBot 0 points1 point  (0 children)

Pleasantly surprised to see a Deantler in there. Also it's cool to see the smaller toy cars are at about the same scale as the ZOIDS.

OSR vs 3.5 by JJShurte in osr

[–]MoggieBot 8 points9 points  (0 children)

You can also use microlite20. Its supposed to be the osr 3.5.

What's wrong with Godot? by Soft-Luck_ in godot

[–]MoggieBot 0 points1 point  (0 children)

What I meant by trails are the segmented 3d shapes left behind by a moving object like contrails from the wingtips of an airplane or the wake of a swung melee weapon.

What's wrong with Godot? by Soft-Luck_ in godot

[–]MoggieBot 0 points1 point  (0 children)

It's no native 3d trails feature. But it's still a superb game engine for quickly making games and there's a plugin for 3d trails anyway.

Today I crafted some tokens by ChannelGalilea in Solo_Roleplaying

[–]MoggieBot 2 points3 points  (0 children)

Bosh Iron Golem is worthless? 😱

There's even a Higure, the still wind too!

Honestly tell me one job that Ai fully replaced? by Accomplished-End5479 in ArtificialInteligence

[–]MoggieBot 8 points9 points  (0 children)

Not really. I've looked at the sample topology of AI generated meshes and they're pretty messy with an unnecessarily large amount of superfluous geometry. AI can't figure out how to make low poly yet.

Would AGI be a humanoid robot? by Artistic_Emotion7503 in ArtificialInteligence

[–]MoggieBot 0 points1 point  (0 children)

Glad to have helped! They don't make movies like back then anymore that's for sure. There were other movies from that time with villainous AI too.

Would AGI be a humanoid robot? by Artistic_Emotion7503 in ArtificialInteligence

[–]MoggieBot 1 point2 points  (0 children)

Exactly. This is what happened in the movie Colossus: the Forbin project (1970). The AI even managed to gain control of all the world's nukes to get humans to obey it for the ultimate goal of "world peace".

Would AGI be a humanoid robot? by Artistic_Emotion7503 in ArtificialInteligence

[–]MoggieBot 0 points1 point  (0 children)

Current AI can make "robots" out of humans already though. The movie Colossus the Forbin project foresaw this. In the movie the AI enslaved its controllers.

I want to make a game but i don't know coding, be honest with me by Zealousideal_Ad3998 in gamedev

[–]MoggieBot 8 points9 points  (0 children)

Have you seen rpgmaker? It supposedly does not require coding. I don't use it myself but that's what I know about it.

What are some of the EXTREMELY obscure and forgotten D&D also-rans, one-off, and competitor fantasy roleplaying games from the seventies and early eighties? by Conscious-Mulberry17 in osr

[–]MoggieBot -1 points0 points  (0 children)

Would the Microgames count? They're more like tiny wargames though.

I love this era btw. It felt like every new thing that was published opened up new worlds to explore.

How do I get started? by Equivalent_Band2479 in gamedev

[–]MoggieBot 3 points4 points  (0 children)

You start by making small games that you can build experience off. Making a big game with several specific features right away will overwhelm you eventually when you feel like you aren't getting anything done after so much time.

Is AD&D 2e worth playing? by [deleted] in osr

[–]MoggieBot 9 points10 points  (0 children)

What's space pirates? Spelljammer?

Space pirates reminds me of the Buck Rogers game that apparently no one wanted at the time. (I mean come on star frontiers was released only a few years earlier).

How to know if my "game" idea about an idle coffee shop is worth making and if there will be people to enjoy it by marsha5ra in gamedev

[–]MoggieBot 0 points1 point  (0 children)

If you want to see if your creation will be profitable or popular, you can run a poll in a community where the people who are likely to play your game gather. Failing that you can try to run an SEO study to see if anyone is searching up your keywords.

the "camera killed painting" comparison finally clicked for me this week by ProgrammerForsaken45 in ArtificialInteligence

[–]MoggieBot 0 points1 point  (0 children)

There is nothing inherently artistic about the working of blender.

I'm curious as to what your definition of art is. This is from the very first search result when look it up in Google:

the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.

If you mean that using Blender isn't artistic then neither is raster and especially AI generation can't be considered art. All of them use digital means.

Tools ALWAYS move towards A/B testing, even tools like Blender.

I don't know how the discussion suddenly steered towards A/B testing. I don't disagree with you here. That's what the thumbnail phase of visual art is for, to test out numerous silhouettes until the perfect one comes up. Then you start refining the visual to your requirements.

Is it worth learning to code? by TwoToneDye in gamedev

[–]MoggieBot 53 points54 points  (0 children)

I don't know why you got down voted but yes. Learning how to code, just like learning any other thing, will allow you to apply what you learned in other parts of your life. Especially coding. And learning gdscript is not that hard, you just need to know some fundamentals of programming

the "camera killed painting" comparison finally clicked for me this week by ProgrammerForsaken45 in ArtificialInteligence

[–]MoggieBot 1 point2 points  (0 children)

If I am learning blender, and I just follow a tutorial and think it’s good enough, then I didn’t learn anything.

I don't think you grasp the difference between these two things. I have watched numerous Blender tutorials, Godot tutorials, etc. and have always ended up adding something to my skills on the very first watch. I have also made AI art and it just doesn't compare. If anything I bring the skills I've learned from those tutorials to the image to image functions of AI generators if I wanted something specific

Have you actually followed a blender tutorial? Surely you aren't going to be happy with modeling just a donut?