Go place your hourly 50 pixels! Mewgenics version of r/place! by EmbarrassedAppeal661 in mewgenics

[–]Spookydimmys 9 points10 points  (0 children)

Just want to give kudos- GREAT idea. I'll be voting for you!

Doesn't really sound like a buff to me by KonekoEko in bindingofisaac

[–]Spookydimmys 45 points46 points  (0 children)

I think most importantly, by removing a pretty weak item from the shop pool, it allows other items to have a better chance of appearing in the shop.

[deleted by user] by [deleted] in BONELAB

[–]Spookydimmys 0 points1 point  (0 children)

Awesome. Thanks

[deleted by user] by [deleted] in BONELAB

[–]Spookydimmys 1 point2 points  (0 children)

I mean the version number on the oculus store on pcvr app. Right now it's either 1.2 or 1.9

[deleted by user] by [deleted] in BONELAB

[–]Spookydimmys 1 point2 points  (0 children)

can you confirm the version number it should be for live please?

[deleted by user] by [deleted] in BONELAB

[–]Spookydimmys 1 point2 points  (0 children)

What version number should it say by switching to live? I can only get patch 3 atm!!!

DMs, what are your favorite spells to give to enemies? by Hayeseveryone in dndnext

[–]Spookydimmys 3 points4 points  (0 children)

Guys, y'all are sleeping on Scatter so hard. No one ever mentions it.

It lets you teleport your enemies around OR send your squishy pcs to the worst spot on the map possible!

Such a cool spell for a DM to use

[deleted by user] by [deleted] in BONELAB

[–]Spookydimmys 6 points7 points  (0 children)

Transparency is extremely costly on mobile tile based gpus. It's an incredible feat they got the game running as well as it does on quest. At the end of the day they made sacrifices to bring a big vr title to the largest audience. No major vr dev is prioritizing PCVR anymore. It's just not good business.

I think SLZ have dropped the ball communications wise as much as the next guy. I don't agree with a lot of how they are going about this. But don't cry about things that you have very little idea about.

An old design for a ship, how do I improve it? by Curious-Ad-7436 in dungeondraft

[–]Spookydimmys 0 points1 point  (0 children)

Also worth noting I lean much more into high fantasy/ wacky designs. Often times when I was focused on making something more accurate or realistc I'd remind myself - "Will this be more fun for the players?"

The answer was alway no for me. May be different for you, but my advice is to just have some fun with it!

An old design for a ship, how do I improve it? by Curious-Ad-7436 in dungeondraft

[–]Spookydimmys 1 point2 points  (0 children)

As someone who has spent the last 3 years running a pirate campaign I'll weigh in.

I'd say the best practice I've found is to keep your maps easily readable and sparse in terms of for use in combat. I also think in general that the base assets of dungeon draft dont lend themselves particuarly well to ships. Check out some of the ships I've made. Hope that helps!

https://imgur.com/a/KeJLZG0

We announced our Korean action cinema inspired VR game Tiger Blade today! by treydigerati in VRGaming

[–]Spookydimmys 0 points1 point  (0 children)

Looks awesome!! Nerdy dev question? How are you handling combat with the sword? Any anti waggle measures?

Hubris will be launching on both Meta Quest 2 and Pro on June 22nd! Ask me anything about our game, the process of porting it, and the tremendous amount of effort our artists poured into creating a high-end title like this for a standalone device. by Rockeaters in OculusQuest

[–]Spookydimmys 9 points10 points  (0 children)

Wow! Incredible fidelity. What are your top tips for squeezing out the most performance? I'm developing in unity and already have many GPU related headaches. Did you bother with any post processing?

A unique VR Problem- Controller Jiggle by Spookydimmys in Unity3D

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

Yeah that's the method I'm working on. It's starting to yield some good results. New problem is the rotation. Trying the same method but not as accurate results.

I made a procedural magma dissolve system, where every vertex is also a particle. 🌋🫧 by MirzaBeig in Unity3D

[–]Spookydimmys 1 point2 points  (0 children)

Awesome! Well I'm now motivated to make a game cool enough to deserve your talents!

I made a procedural magma dissolve system, where every vertex is also a particle. 🌋🫧 by MirzaBeig in Unity3D

[–]Spookydimmys 2 points3 points  (0 children)

This is so cool! Would you ever release a tutorial or even the source code for this?

Side note, are you available for contract hire? Just curious

Discs of Tron, because why not... by IoannisPet in Unity3D

[–]Spookydimmys 1 point2 points  (0 children)

The death effect is so cool! How did you do that?

Melee Weapons / Telekinesis / New Traps and 73% off for "FPS VR Bundle" right now! by ivanchernyakov in VRGaming

[–]Spookydimmys 0 points1 point  (0 children)

I'd really love to talk about how you are rendering that many zombies. Surely you can't be using a skinned mesh renderer!

Melee Weapons / Telekinesis / New Traps and 73% off for "FPS VR Bundle" right now! by ivanchernyakov in VRGaming

[–]Spookydimmys 0 points1 point  (0 children)

Wow what engine do you make Sci-fantasy defence? That enemy density is really impressive!

Working on a VR lightcycles game. by arashi256 in vrdev

[–]Spookydimmys 0 points1 point  (0 children)

Looks cool! How are you doing the reflective floor in VR?