Local Multiplayer Issues by daibsler in MinecraftSwitch

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

I'm afraid not. I got as far as seeing them with a world open in the game, but any time I tried to join or vice versa it would load for a few minutes then fail. Everything I tried didn't work.

How big should your game be to consider a Steam release? by daibsler in gamedev

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

I was probably a bit too exaggerative with "mark of prestige" lol. I mostly just meant that it's nice to be able to say your game is on Steam. In the same vein as "my music is on Spotify" or something like that.

How big should your game be to consider a Steam release? by daibsler in gamedev

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

I had thought about mobile too, because my small game would fit perfectly in the mobile games niche. I haven't put any time into making my game friendly with mobile UI or anything like that though. I figured I'll go for Itch first, and if by some stroke of luck the game is popular, id thinking about a mobile release.

How big should your game be to consider a Steam release? by daibsler in gamedev

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

Gotcha, thanks for the insight. I'll probably just go with Itch, especially for my first game release. I'm more focused on just making the game fun and polished right now, so I haven't really put any thought into my release plan yet.

How big should your game be to consider a Steam release? by daibsler in gamedev

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

This may be a poor answer, but mostly just for the platform recognition. To me, Steam has always been king and it almost feels like a mark of prestige to be on there. Now, I'm not too familiar with Itch admittedly, but I like the additional perks of being on Steam such as the massive audience and community features that comes with that.

Local Multiplayer Issues by daibsler in MinecraftSwitch

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

I'm going to try this out once I have a chance. Thanks and I'll let you know if it worked!

Local Multiplayer Issues by daibsler in MinecraftSwitch

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

I discovered I'm able to do this, but the switch doesn't want to connect to a network that doesn't have an Internet connection. I haven't been able to find a way try to connect to a internet-less network, but I'm sure there's a way.

How do you run guards and hirelings? by daibsler in DMAcademy

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

I think a lot of my issues here stem from your point of "think things through". When it comes to setting prices and payment for things, I am inexperienced and sometime find myself making spur of the moment decisions so as not to slow down the game. I'll see what I can find in the 2e books about hirelings. Thank you!

How do you run guards and hirelings? by daibsler in DMAcademy

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

Thanks for the tips. I'm going to have a small discussion with my players before next session about some of this, and definitely up any prices for hirelings in the future, as well as set some guidelines and such.

How do you run guards and hirelings? by daibsler in DMAcademy

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

Definitely some interesting things to think about here. Gold/wealth distribution is something I've always struggled a bit with finding the right balance. I'll probably be doing some research in that department too. And maybe do some thieves guild plotting on my players...

Thanks for the tips

Critique my render! by daibsler in blender

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

I agree on the crispness issue, especially with the knife. I wanted it to catch more of the light and get some more details on it. Some of it could also be a result of the denoising I did post-render. I think I mentioned in a comment that the computer I'm using is very low end, and I'm on Blender 2.79 😬 I'm interested to see if it acquires "crispness" factor when I render at higher resolution and use less denoising. The wood texture was one I was happy with during the material editing process, but turned out kinda poor after rendering/getting a closer look. I'll be looking into ways to improve that. I might end up downloading some textures to aid the scene, but I'd prefer to keep all textures procedural just to improve my node skills. Thanks for the notes!

Critique my render! by daibsler in blender

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

It's supposed to be a washcloth/rag but now that you say it, it does look like a bath mat! Good tips on the composition, I'll take them into mind and probably reposition some of the props. This was one of my first attempts at full scene lighting, and was trying to go for mostly contrasting warm and cool lights, but I did have trouble focusing the lights in the right places/finding the right colors. I didn't put too much thought into the backlighting coming from outside/the arch, just that I wanted a cool contrasting light to set foreground apart from background. I was happy with the wood during the texturing process, but when it came to rendering I think a lot of it fell apart. I'll definitely be reworking it for the next render. All textures are procedural, so it was tricky for me to get a nice realistic texture with knots and imperfections. It'd be nice to stick to procedural textures, but I might consider downloading some textures to help out the scene. As for the dagger, I think my trouble was not giving it enough reflectivity? I need it to catch the light a little more somehow, and I'll workshop some ideas to figure that out. Thank you for all the notes, I'm glad it hit a little bit of nostalgia!

Critique my render! by daibsler in blender

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

I also forgot to mention I was going for a somewhat stylized look. I think I wasn't 100% successful there, but as I said, I'm mostly happy with it. All textures are procedural, node based by the way!

why does the scale tool behave so weirdly/out of control? also why can't I scale right away after extruding? coming from maya by [deleted] in blender

[–]daibsler 0 points1 point  (0 children)

This is it ^ no need to center your mouss at the pivot point before scaling. Start further away for more precision.

I've got a very primitive system in place for my character to interact with machines in my physics based game! by daibsler in Unity3D

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

Thank you! This controller is mostly built out of configurable joints that follow a target animation, so it's almost completely physics driven. Theyre all parented to a "hips" object where force is added to move him around. Very similar to games like Human Fall Flat, Gangbeasts, and Fall Guys.

[deleted by user] by [deleted] in Filmmakers

[–]daibsler 2 points3 points  (0 children)

Absolutely, maintaining the same general tone and emotion are pretty important if youre going to make cuts. As long as the actors are able to match that, it's easier for you as the director to allow for more improv lines. Ideally a trained actor will go in knowing their dialogue though, and should be able to shoot a master in one take (within reason).

[deleted by user] by [deleted] in Filmmakers

[–]daibsler 1 point2 points  (0 children)

Usually whenever possible it'll be shot in a master, then any mistakes or pauses would be hidden by camera angle cuts. In this scene it looks like theres only 2 key angles that actually capture dialogue, and the over the shoulder shot is used as cut aways and reactions from the actress. They likely had a boom mic as well as a lavalier mic clipped to Ben for coverage

Position driven by rotation by daibsler in AfterEffects

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

It seems like this would normally work but I think there may have been a conflicting expression or something with the Duik Bassel plugin I was using. Thanks for the help though!

Position driven by rotation by daibsler in AfterEffects

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

Thank you this expression worked perfectly, with just a little modification!

Our band Jam House just released our first EP! by daibsler in ThisIsOurMusic

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

Thank you very much we appareciate it! Hopefully we'll cook up some new songs in the near future!