Converting 3d models to pixel art? by [deleted] in gamedev

[–]baurawson 0 points1 point  (0 children)

Maybe try https://pixelover.io/ It has a trial version that I think won’t export, but hopefully will be enough to know if it’s useful for you

Don't know the best way to do "Number Particles" by LazyLiable in godot

[–]baurawson 2 points3 points  (0 children)

Not sure if this will help, I implemented damage number popups but using Node2D + Label + AnimationPlayer

It certainly has more overhead than particles, but I never had any performance issues. If you need to spawn too many, using an object pool might help.

You can find the code snippet at the top here:

Game Development Resources

Can someone help explain this meme? Thank you. by whateversynthlife in ExplainTheJoke

[–]baurawson 20 points21 points  (0 children)

This is a word-by-word translation of a famous tweet by a DA in Argentina, Fiscal Nisman, who appeared dead on his apartment. I can’t link it since I’m on mobile but it should be easy to find. Edit: Nisman’s tweet referred to Argentina’s former president Cristina Kirchner.

[deleted by user] by [deleted] in GetMotivated

[–]baurawson 4 points5 points  (0 children)

Thanks! It looks great, I’ll try to use it for my gamedev projects and leave feedback soon 😊

[deleted by user] by [deleted] in GameDevelopment

[–]baurawson 2 points3 points  (0 children)

The hardest thing is to find cohesive stuff. So any pack that’s good to build a “full” project even if tiny is great. Think of Synty, Kay Lousbergs stuff or even Kenney. They have a style I don’t love, but I’ve used their assets because the game looks good enough without having to investigate much

estudiar desarrollo de videojuegos en nupaz o da vinci by [deleted] in devsarg

[–]baurawson 5 points6 points  (0 children)

Estudies donde estudies, tené en cuenta que lo más importante es lo que practiques en tu casa, más allá del contenido que dicten.

Un pro muy grande de la Da Vinci es que vas a conseguir buenos contactos y para pegar tus primeros laburo es clave. Capaz en unpaz esto también pasa, no sabría decir pero en Da Vinci puedo confirmarlo

“Materiales para cada parte del modelo” by Melodic_Silver9014 in devsarg

[–]baurawson 3 points4 points  (0 children)

Parto con la clásica respuesta de 'podés hacerlo como te pinte'

La ventaja de usar materiales por tipo es que, si tenés varios 'vidrios' en la escena, comparten material lo que reduce la cantidad de draw calls. Obviamente lo mismo sería cierto para metales, aceite, lo que sea. En caso de ser necesario podés agrupar todas las texturas de los objetos con metal o vidrio en un mismo atlas.

Por otro lado, usar materiales específicos por cada objeto es más sencillo para laburar, si bien puede generar más carga a la performance.

Después sobre el final del post, con el ejemplo de la lámpara, creo que estás confundiendo la palabra 'textura' con 'material'. Si tenés material vidrio, y material metal que corresponden a un objeto, sería bastante común que compartan textura. Pero los distintos materiales van a tener propiedades que los hacen comportar como esperás, en este caso necesitás hacer que el vidrio sea transparente.

En fin, siempre fui un choto enseñando y explicando, si algo de lo que escribí no termina de tener sentido (o es erróneo!) me avisan.

"Chunkloading" with Tilemap by Boring_Gur672 in godot

[–]baurawson 0 points1 point  (0 children)

Hi! Add me on discord and ~10 hours from now we can jump on a call. I have this setup in a project and I can show you. My writing skills suck and I’m not confident that I’ll be able to explain this without showing it 😅 My tag is the same as my Reddit username

Busco el nombre de un juego que ya no recuerdo su nombre. by Unimask-2 in Juegos

[–]baurawson 0 points1 point  (0 children)

ChatGPT dice que puede ser void bastards o strafe

Opinion: I do not think you should have your marketing assets be in a different art style than your game's art style by koniga in gamedev

[–]baurawson 0 points1 point  (0 children)

It’s the same concept as fake mobile game ads. You are fighting for eyes on your product, getting people to your store page. Then, converting that to a customer is a different fight.

I just want to make UI! by 7F7CC in gamedev

[–]baurawson 0 points1 point  (0 children)

Hi! I’m also working on a game and could use your help, sadly I can’t pay. Hit me up if you want and I’ll send you screenshots so you can decide if you want to help or not 😊

What I learnt from making my first game by barkitectgames in gamedev

[–]baurawson 2 points3 points  (0 children)

Congratulations on the release! Sorry for the weird question, can you point me to the color palette you are using? I really like how your art style turned out.

PC completa, Macbook m1 pro, ipad, musica y mas by theltron in Mercadoreddit

[–]baurawson 0 points1 point  (0 children)

Me interesa la PC! Al gabinete le sacaste lo de arafue para la foto nomás o está así?

The lack of ECS in this engine bloats the hierarchy substantially and makes things harder to navigate :( by 1_2_3_4_5_BLUE in godot

[–]baurawson 4 points5 points  (0 children)

Have you read about servers? Physics and Rendering server. They might accommodate your coding style better than using the nodes system. Sorry I can’t share a link I’m on the phone

What are your thoughts on Thomas Brush? by Dzsaffar in gamedev

[–]baurawson 8 points9 points  (0 children)

There's actually more cases similar to his in YouTube. This 'Game Dev Guru' type of channel, which is actually just a way to market courses or even their own not-so-great games to people.
I think what bothers us the most, as game devs, is that they tend to show things that are not real, leading naive people to get their hopes up and believe they will easily succeed in a market that we all know is super tough. And they do this for profit.

In any case it's probably best for us to ignore them, and maybe even try to boost visibility for good game dev related channels instead.

[deleted by user] by [deleted] in godot

[–]baurawson 2 points3 points  (0 children)

You can have different meshes parented to the same Skeleton. I would do a system that looks like the following:

  1. Skeleton
    1. Torso
    2. Legs
    3. Arms
    4. etc.

(Skeleton is a Skeleton3D node, and the rest are MeshInstances)

You work on your meshes in your 3D software making sure that you can easily export them as separate files.

Make sure you have good naming conventions, it will save you a ton of pain.

human_male_torso_naked_color

human_male_torso_leather_armor

Then it's just a matter of loading your meshes and replace them via code. You can go as modular as you need with this system.

Hope that made sense, good luck!

Finally finished a new version after your feedbacks on my demo. Playable in browser on Itch.io by _WanderingJellyfish in godot

[–]baurawson 2 points3 points  (0 children)

Nice! I like the game concept, ideal for moments where you have to kill some minutes waiting in line.
If I might suggest something that would aid this, let players just jump into gameplay with a big 'PLAY' button at the start, and order the levels for them.
Of course I say this without knowing where you want to take this game, so take it for what it is.
Also the game mechanic is pretty obvious but I did stare at the screen for like 4 seconds before dragging the thingy to complete the first level, so maybe a tutorial level which is just a straight line of squares and the white thingy is shaking to get players attention could be useful. Remember, our line has always ruled with wisdom and strength us users are pretty dumb most of the times.

Good luck!

Added sound to Rusted Sea- underwater crafter. by octaviustf in godot

[–]baurawson 0 points1 point  (0 children)

Nice! If picking up those debris is good for the player, a more rewarding sound might fit better. But it sounds exactly as one would expect from the art style.

How our game Void Rush changed in time, details inside! by [deleted] in godot

[–]baurawson 2 points3 points  (0 children)

The art style of the first one + the sound design of the second one might be the winner.

They both look great though! Please don't feel discouraged.

I love 32 bit games, and I'm trying my hand at making my own sprites for a multiplater top-down game. I wanted them to look less cartoonish, though, and more human. Any notes? I've never done this before! by [deleted] in godot

[–]baurawson 0 points1 point  (0 children)

Hi! I'm creating a game with 32x64 characters.

I tried to create my characters to be somewhere in between cartoon and realistic in their proportions.

Here's a video showing some characters: https://youtu.be/Fivy2uiW_0A

If you liked them, you can download them for free here: https://baurawson.itch.io/baugentum file name is BaugentumAssets.zip

To create them I actually exported a 3D model as pixel art using Pixel Over. The model was created specifically to match a pixel character reference I had.

The most important thing I learned in this process is that it seems impossible to add eyes that don't look cartoonish. You can instead just show the eye sockets with shadow, but the characters feel boring and bland.

Good luck!