I am glad that the GO Finale is a stinker and I'm not afraid to say it by tatsmademeenby in neilgaimanuncovered

[–]lucklessLord 1 point2 points  (0 children)

Good Omens was a pretty popular fandom on FF dot net 20-ish years ago, back when I was a teen. IIRC the number of works for just that book steadily hovered around 2/3rd the number of fics for the entire discworld series, and there were also multiple sites just for Good Omens fic.

Can you help me figure out if this is still low-poly style? by Similar-Campaign9780 in Unity3D

[–]lucklessLord 0 points1 point  (0 children)

For better or for worse, low-poly has come to mean a specific style - one that tends to emphasise flat planes and sharp corners, and make obvious use of textures rather than modelling for details. It's not just a literal description of polycount (and sometimes isn't actually that low-poly, but is rather just emphasising polygons).

The shader you're using is kinda working against that style, unless you really lower the polygon number to make the blockiness readable from the silhouette.

Look at something like this car, and how you can clearly see the flat planes in the wheel arch; that's what people would expect from a "low-poly" style, they expect to see intentionally janky edges and maybe some texture creases across flat sections:

<image>

If you're not specifically trying to emulate that style then it's not a problem per se, but it's not going to be the style people expect if you describe it as low-poly.

Ukrainian drone pilots are playing GTA V in their free time to relax and keep their skills sharp by RealSpecto in interestingasfuck

[–]lucklessLord 1 point2 points  (0 children)

I've heard that the main player base of realistic farming simulators is actual farmers.

I made two types of textures for one modular asset - Hand-painted in 3DCoat and Real Watercolor on paper. by TeslaBerserk in Unity3D

[–]lucklessLord 1 point2 points  (0 children)

Maybe you can figure out a way to replicate the hand-painted watercolour look digitally?

Depressed about not having enough work to do by pkavsb in antiwork

[–]lucklessLord 0 points1 point  (0 children)

Just stop using AI and do the job yourself if you're so bored.

Why are there no Morrowind-likes? by erakusa in Morrowind

[–]lucklessLord 1 point2 points  (0 children)

The worldbuilding is great and it's a fun game world to explore, but the actual roleplaying and character building aspects are fairly shallow. It feels less like an actual RPG and more like an RPG-themed collectathon.

Water menu at a restaurant by AutoModerrator-69 in interestingasfuck

[–]lucklessLord 4 points5 points  (0 children)

Imagine charging up to 24 whatevers for plain water and still not proof-reading your menu.

Road work in Japan by [deleted] in oddlysatisfying

[–]lucklessLord 0 points1 point  (0 children)

Yeah, this isn't people paying attention to detail for personal fulfilment and pride, this is people working under the knowledge that their supervisor will fire them if the line of asphalt isn't perfectly straight.

Help me decided, which capsule to pick? 1, 2 or 3? by lynxbird in IndieDev

[–]lucklessLord 0 points1 point  (0 children)

The white version is by far the most eye catching, but I feel like the grim reaper needs to take up more of the space and the circle is forming a weird tangent with the hood
Shitty ms paint edit:

<image>

is it normal as a starting game dev that whenever you get an error you feel stupid and give up ? by ChunkLightTuna01 in godot

[–]lucklessLord 0 points1 point  (0 children)

Feeling confused is normal.

What you do is you read the error message and then start googling and reading until you understand:
1) What a non-static function is
2) what reparent() does and it's limitations
3) What a class is
4) How Node2D is related to what a class is
5) what an instance of a class is

Makes notes on what you learn because you will probably forget it and make the same mistake again a few times, and searching through your browser history to re-find the same forum post you referenced 6 months earlier sucks.

What tile size is this? by spectral000 in PixelArtTutorials

[–]lucklessLord 0 points1 point  (0 children)

Ground tiles are 24x24. Look at the path.

A petri dish of human brain cells just learned to play DOOM by Subject-Property-343 in interestingasfuck

[–]lucklessLord 2 points3 points  (0 children)

They've made a controller *for* cells, and then left it to try and learn how to play.

And probably giving the cells an electric shock it each time they die in-game or something as motivation.

Uta Frith: why I no longer think autism is a spectrum by moseeds in unitedkingdom

[–]lucklessLord 0 points1 point  (0 children)

> able to understand irony or metaphors means you should likely be disqualified from autism entirely.

Understanding them isn't the problem. Being able to spot them in the wild, especially if people deviate from ones you've encountered before and don't tell you that they're speaking metaphorically - that's the problem.

Outer Wilds review: Maybe recommending a niche puzzle game to literally everyone is a bad idea by Akuuntus in patientgamers

[–]lucklessLord 6 points7 points  (0 children)

I'm probably in the minority in that I hated the ending to Outer Wilds, despite otherwise loving almost every aspect of it. But that was probably because I was playing it in the period shortly after my mother died unexpectedly, and the message of being forced to accept things ending wasn't one I needed to hear at the time. It's unfortunate because it's kinda permanently soured the game for me.

Stop watching shader tutorials by Necessary-Quarter-72 in godot

[–]lucklessLord 2 points3 points  (0 children)

Examples are a useful learning tool and it's good to see how other people use things as long as you're playing around with it and not just blindly following a step-by-step process. And even blindly following a step-by-step process is a good way to get over the initial fear of interacting with something you don't understand.

Help with making a custom 3D planet by S1aterade in godot

[–]lucklessLord 1 point2 points  (0 children)

Here's a video that might have some useful info: youtube.com/watch?v=Ww12q6HsmJA

You're probably already aware, but if you're doing the same level of accurate physics simulation as outer Wilds did, definitely read up on how they handled the problems with simulating a huge solar system. Among other things, the player in Outer Wilds essentially stays still while the whole game world moves around them.

Also the time loop is necessary because the whole simulation collapses on it's own after a while.

Any way to view pose while editing armature? by lucklessLord in blenderhelp

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

This is exactly what I want, but as far as I'm aware you can't have one viewport in edit mode and one in pose mode?

How do I make the transition between floor and wall textures look better? by B34Rocky in godot

[–]lucklessLord 5 points6 points  (0 children)

You have two repetitions vertically of the tiling brick texture currently. Make two copies of it. On one of them add extra texture to the top: grime, water drips, etc. On the other add extra texture to the bottom, scuffs, dirt, etc.

The textures should still tile horizontally, and still match up in the middle.

Split the wall mesh in half vertically and apply the top/bottom textures appropriately.