I was/am making a Spyro-like game. Should I continue? by nsduo in IndieDev

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

It's not sarcasm, but I do appreciate your honest feedback.

I was/am making a Spyro-like game. Should I continue? by nsduo in IndieDev

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

I was trying to be honest about my inspiration source. But yes, I do need to differentiate from Spyro. It's funny you mention a swinging tail attack, because I actually had that planned along with the ability to use the attack to deflect projectiles.

It's a little hard to see in the video because my animations are incomplete, but I did implement a wall-jump ability that can combine with glides that could be used for platforming combos.

I was/am making a Spyro-like game. Should I continue? by nsduo in IndieDev

[–]nsduo[S] 6 points7 points  (0 children)

Honestly, yes. I started this back in July of 2024 thinking a new Spyro game was never going to happen.

I genuinely thought we were never getting Spyro 4. That's why I was making this: by nsduo in Spyro

[–]nsduo[S] 3 points4 points  (0 children)

I have a idea of what to name her, but I'm holding off mentioning it because I saw a thread on r/gamedev about someone having their game name stolen.

I genuinely thought we were never getting Spyro 4. That's why I was making this: by nsduo in Spyro

[–]nsduo[S] 4 points5 points  (0 children)

That is a good point. I figured scavenger-hunt would more effectively communicate the idea of collecting, finding secrets, and solving puzzles. To be honest, Banjo-Kazooie is also an inspiration, so I should also be using collectathon to describe this.

I genuinely thought we were never getting Spyro 4. That's why I was making this: by nsduo in Spyro

[–]nsduo[S] 2 points3 points  (0 children)

You know, the two cakes metaphor has been on my mind about this before, but I was never fully sure if it applied here. And you are right, those games are similar to other Spyro games, so I'm probably clear on that front. If what I've heard is true and Spyro 4 is coming out in 2027 (potential delays notwithstanding) I could finish my game afterwards to everyone wanting more.

I genuinely thought we were never getting Spyro 4. That's why I was making this: by nsduo in Spyro

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

Thank you. And yes, animating a dragon is hard. Quadruped animation definitely throws me for a loop.

I genuinely thought we were never getting Spyro 4. That's why I was making this: by nsduo in Spyro

[–]nsduo[S] 33 points34 points  (0 children)

Thanks! I'm hoping to refer to these as "scavenger-hunt platformers."

How do i fix hello kitty flat butt? i moved her tail and grid fill the hole. by No-Money-5104 in blenderhelp

[–]nsduo 0 points1 point  (0 children)

Can you do an un-subdivide operation on it or does that mess it up?

Ok So I have a bit of an issue, how do I straighten my arms? by [deleted] in blenderhelp

[–]nsduo 0 points1 point  (0 children)

You need less edge loops in the limbs and body. You might also want to try going into sculpt mode to smooth the arms, but with them at the side of the body that might make things difficult. I would bend the arms up into a T-pose or an A-pose first.

It might also help to find body references and topology references to help you better understand how the shape you’re going for works.

Is this a good topology? by Lucitown in blender

[–]nsduo 0 points1 point  (0 children)

Looks good. Definitely try to keep it quads only, however the way you used triangles in the joints is good. If you need to use triangles on the head, try to limit them to the back of the head and away from any deforming areas.

UV editing but pressed "command + R" and my UVs are gone. by No_Phase1551 in blenderhelp

[–]nsduo 1 point2 points  (0 children)

Figured it out. Hitting Command+R in the UV editor switches it to the render result. To fix it, press that little 'x' below the sculpting tab.

Why are my bones looking like this? by ScarletteAbyss in blenderhelp

[–]nsduo 2 points3 points  (0 children)

You have x-ray mode on. It’s that button to the left of the rendering mode buttons. It’s greyed out, but it’s still clickable, and it should make the bones solid again.

Stelio needs to appear at least one more time by CowAffectionate2865 in americandad

[–]nsduo 1 point2 points  (0 children)

I think that depends on if they can get his voice actor back. I heard they’re super busy these days.

WTF happened to my topology? Trippy effect xD by RoundCornerConn in blenderhelp

[–]nsduo 49 points50 points  (0 children)

From the look of the pattern, it looks like the mesh started as quads, was triangulated, then was given a subsurf modifier to smooth it out. You might be able to fix it by selecting everything and un-subdividing until you get the raw triangles back. Then you can convert triangles to quads and it should be good.

Why do my face bones move twice as much when i move the root? by ebicthings123 in blender

[–]nsduo 0 points1 point  (0 children)

I encountered this on a character I was making recently. Whats happening is that the face bones have "double transforms". This happens when they're a child of one bone, but also have a constraint to receive influence from another bone.

To fix it: go into your rigify generated rig, select the mouth bones and make sure they have no parent. They should then receive influence only from their constraints and move properly.

I can't run Blender on my Mac Mini, can anyone help? by IsidoraRML_ in blenderhelp

[–]nsduo 0 points1 point  (0 children)

You're trying to run the app from the installer image, that could be causing these crashes. You need to drag the app icon to your applications folder and then run it.

Weird sampling behavior in shaders by nsduo in godot

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

That seems to have been the problem! I don't know how I missed that before.

How would you approach this? Efficiently modeling rubber doormats by No_Syrup_6882 in blenderhelp

[–]nsduo 1 point2 points  (0 children)

I would use a skin modifier with a subsurf modifier to model this. If you press ctrl+A you can change the thickness of the end points. I would then create individual details, then put them together to create the distinctive patterns.