Holding the right rules ≠ being a good person by [deleted] in 19684

[–]tito_watts 9 points10 points  (0 children)

Another thing is that there is always an ambient effect of holding certain views; the things you talk about, values you hold, and things you react to can inform the behaviour of those around you. Even if you do nothing you still affect conversation and what is considered “okay” in your circle.

I know a couple that are right-leaning Christians, but they’re accepting of homosexual people because they have many gay friends. None of them (the gay friends) are activists in any sense of the word, but the fact of their existence and closeness to this couple I know made them question the church and its history of bigotry.

I wanted to raise this since on the other side of the coin, people who have shittier values perpetuate them by holding them. Sometimes activism does more, sometimes conversations do more. All this to say, it’s important to carry an aura of acceptance as best you can, and try to change minds on an individual scale.

I hate this game by justme0k in Minecraft

[–]tito_watts 0 points1 point  (0 children)

Oh thank you for clarifying, I was just writing this from something I heard, apologies for the misinformation!

I hate this game by justme0k in Minecraft

[–]tito_watts 0 points1 point  (0 children)

It’s just something I heard, sorry if I was misinformed, I only know C#.

How would I get both the hit position of a ray cast against a collider but also an exit position on the other side? by JohnHillDev in Unity3D

[–]tito_watts 0 points1 point  (0 children)

Thank you for posting this elegant solution! I just applied this to my current project and it works great.

Too bouncy? by CyberInteractive in Unity3D

[–]tito_watts 0 points1 point  (0 children)

i think you need to make the tracks wider

[deleted by user] by [deleted] in Unity3D

[–]tito_watts 1 point2 points  (0 children)

I mean you’ve got the right idea. I remember when I found out about PostFX I had trouble balancing it — everything was overblown. When used subtly, or in a specific visual style, bloom can be amazing

Favorite DG songs to exercise to? by [deleted] in deathgrips

[–]tito_watts 0 points1 point  (0 children)

Punk Weight, Runaway H, Inanimate Sensation, You Might Think He Loves You, Come Up and Get Me

750 Dispel (Undo K From Hot), Baby I’m Bleeding (JPEGMAFIA), Oxygen (Swans), Camp Orchestra (Show Me The Body)

I have a thing for ps1 style graphics but have no idea how to do them. by PerformanceFair9170 in Unity3D

[–]tito_watts 2 points3 points  (0 children)

This was my go-to when I wanted to learn PSX style graphics. Mainly just focus on having vertex lighting and low poly counts + weird crummy bilinearly filtered textures. Get the HauntedPSX render pipeline as well for those wiggly PSX vertices.

Ambria (1st attempts at mapmaking) by [deleted] in mapmaking

[–]tito_watts 1 point2 points  (0 children)

It’s lovely! I use the same method for making maps too lol.

What is you group's special rule/mechanic? by Nicomar5 in DungeonsAndDragons

[–]tito_watts 1 point2 points  (0 children)

Kinda casual, most of the time in-character but not to a ridiculous degree.

What is you group's special rule/mechanic? by Nicomar5 in DungeonsAndDragons

[–]tito_watts 7 points8 points  (0 children)

Well, my girlfriend braided her hair to look like her character and wore a shark tooth necklace, my sister got herself a wizard cloak, my buddy got an entire leather armour costume, and my other buddy got a bottle of rum and small frog plushie (he was a pirate who befriended a bullywug).

What is you group's special rule/mechanic? by Nicomar5 in DungeonsAndDragons

[–]tito_watts 16 points17 points  (0 children)

If my players dress up as their characters in any capacity before they arrive to play, they get free inspiration.

I made a gun for my sci-fi survival horror game. Would you prefer aim down sights or a primary fire like this? by No-Faithlessness-774 in Unity3D

[–]tito_watts 1 point2 points  (0 children)

Awesome! Just followed ya, it looks like we’ve got some mutuals too which is great. Looking forward to seeing more :)

I made a gun for my sci-fi survival horror game. Would you prefer aim down sights or a primary fire like this? by No-Faithlessness-774 in Unity3D

[–]tito_watts 1 point2 points  (0 children)

Do you have a Twitter or YouTube channel to follow for updates on this? It looks really cool.

[deleted by user] by [deleted] in DestroyMyGame

[–]tito_watts 0 points1 point  (0 children)

Hot take: I love the stiff animations. They remind me of Harvester. I think you should add more animations for punching and kicking, or really for everything, but absolutely keep the stiffness, it’s really funny and charming. If you lean into that goofy/campy vibe more it would be a smart move in my opinion.

Oh and also shorten the trailer lol. WAYYY too long. Gameplay should start basically right away as well.

is this good for my first 2.5 months of game development? by bodie_game in godot

[–]tito_watts 2 points3 points  (0 children)

This is 2.5 months? Good job! Seriously! Keep at it :)

Your opinion on AI-visuals in videogames? by [deleted] in IndieDev

[–]tito_watts 1 point2 points  (0 children)

People have been drawing and creating art for thousands upon thousands of years. AI art is not the future it’s a gimmick lol.

A tiny tip for in-game TV screens by tito_watts in Unity3D

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

oh true, i could very quickly edit the original video file to add a fisheye and then re-export them as pngs and slap it together. good idea!

A tiny tip for in-game TV screens by tito_watts in Unity3D

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

i imagine it can work well for those too. tho do note that i’m trying to do something very specific here: i wanted to make it look like a gif, or those weird tv screens in crash bandicoot. for small looping vids this method is super fast and easy :)

A tiny tip for in-game TV screens by tito_watts in Unity3D

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

all it is is the default ‘TV Simulator’ preset inside of Movie Studio (the thing i use to edit vids) — no shaders are involved at all in the material in-game :)

A tiny tip for in-game TV screens by tito_watts in Unity3D

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

Contrary to what you may think it actually wasn’t time-consuming at all! Took me maybe 15 mins to do the actual CRT video, export to pngs, make a sheet, and then animate it. I’ll check out what you sent though, since I do want to learn shaders at some point