insomniac_lemon

joined 1 year ago
[–] [email protected] 8 points 3 weeks ago

I'm imagining that was intended as a foothold, the guy (still choking) being dragged out of the hole with the other guy's response being a mix of "not again" and "you need a drop for that to work as intended"

[–] [email protected] 1 points 4 weeks ago* (last edited 4 weeks ago)

I can't see your reply on my instance, @tal (currently 1 day ago, still not federated) so not sure if you will see this (or if you do, if I'll see your 2nd reply...). EDIT: I forgot the first @ when I first posted, so I don't know if it actually worked as a mention

One was kicked off by someone generating polygonal-style art

It's visually striking (if you don't look too closely), the 1st bonus image is best but I'd still go with a more minimal style. That and aside from hallucination, I would prefer live-rendered polygons. Infinite scalability is the point.

Here's something I made a while ago, animated eye (note: on my end, Imgur links don't work unless viewed in private mode for whatever reason) though a full game with that style is not currently viable for me for multiple reasons (the feature is 4.X only and still an unmerged PR that may not perform well enough for common use, no Nim-lang bindings yet in 4.X).

Carrier Command 2?

I was confused at first, that style of 3D polygonal isn't really uncommon. I don't really buy things (esp not $30 level) and I need a hobby so that's a part of it too*. For 3D art I've done, one of my threads is federated to your instance. Here's the stuff that didn't (these have no textures, only vertex colors):

badgerbadgerbadgerSPACESHIP

banana

office plant

Note the 1st and last show a white background in a new tab but the background is transparent (and show as such on Kbin).

*= I mean I have seen some games that have a nice aesthetic, even better if they're more "real" with it (though that is what's hard to find)

[–] [email protected] 1 points 4 weeks ago* (last edited 4 weeks ago)

I was worried the remaster would take some of this away, but it looked just as good.

The PS2 version looks great after upping the internal res (not sure how much other stuff like filtering/other technicals has an effect). I haven't compared it, but like most remasters I'm going to just say the data bloat is probably not worth potential fidelity improvements. That and I'd guess any design issues are still baked in, thus similar experience.

EDIT: In Okami's case I don't know if the data size is due to uncompressed files or just due to higher-res pre-rendered videos, but either seems wasteful to me. What is live-rendered and what is pre-rendered just seems arbitrary to me, I'd get if it weren't viable on older hardware but you'd think a remaster could handle it mostly in-engine.

[–] [email protected] 3 points 4 weeks ago

For me it's definitely maintenance, largely because my internet is not that fast (~6-8Mbps shared among other people) but also I think package management in general leaves a lot to be desired. Some of it might be better on a new install (or listed in the wiki and I just don't feel like bothering to do the work) though.

[–] [email protected] 4 points 4 weeks ago

I mean... Teresa certainly wouldn't involve a condom even if aware of having an STD...

[–] [email protected] 2 points 1 month ago

The problem is that they overlap, usually all 3 interlocked. The threads/microblogs I've tried barely get responses (again, federation may be an issue), let alone even answers for even something like Blender. I can use Nim w/o art but I don't have the ideas for it usually (or if I do other issues happen, including just lacking the desire to write for something like a game book).

I've mostly waited for something to improve, but a while ago I started my own simple polygon loader/format and I worked a bit more on that today. I think I made one of my own questions irrelevant (assuming my condition to detect strip vs. fan is correct) and added a couple of other improvements. I don't think it's at a point I'd share it, but I probably could (should) try to make a simple game with it soon.

Though I'd rather have 3D in Raylib (vertex colors not working with Nim bindings, Naylib) or more advanced 2D in Godot 4 (no Nim-lang bindings, and said feature is an unmerged PR that may not be performant enough for full game art).

[–] [email protected] 4 points 1 month ago (4 children)

My niche interests.

  • Nim-lang (this has some activity here, though I often have federation issues)
  • Raylib
  • low-poly+untextured polygonal art and vertex colors (both 2D and 3D)

I don't really consider myself an artist or a programmer (I haven't done much), maybe there's a fediverse instance that could work for me but it's probably too niche even just with those communities.

[–] [email protected] 3 points 1 month ago (1 children)

I want to use Raylib, but mentioning it here on the fediverse doesn't get much of a response (I can't see a raylib community from my instance). My choice of language probably doesn't help, though.

My first issue is wanting vertex colors on 3D models and I am not getting this (this may be a problem with the bindings I'm using, naylib(nim-lang)). The second would be needing guidance for the 2D polygon text loader that I started.

Maybe I could make simple GUI applications with raygui, but I don't currently really have many viable ideas on what I would want to make.


To OP: Another potential option is using Godot w/bindings. Design is pretty fast and flexible, then using signals is super easy.

I've tested some frameworks (specific to my language, so not really helpful to most), the one that I liked more said it was declarative user interface framework based on GTK though I would prefer a similar thing for Qt and there wasn't an ability to automatically scale text size to better fill the available button size (I was testing an adventure-book reader and hoping to use unicode characters).

Frameworks for single page applications (or some other browser-based tech) might be ok for simple stuff. Similarly, I've liked the idea of TUI frameworks (yeah, because htop) but haven't really tried that yet.

[–] [email protected] -5 points 1 month ago

If potential is key, I say keep the context of the MAID process but instead of outright death make it cryonics. Plus other potential relevant volunteer stuff and organ donation stuff lined up. Even if the initial cryonics technique is not even close to viable, other stuff could be transformative. If cryonics has any chance to work, things will get appreciably better in 300-or-so years right?

Hopeful worst is my brain in a jar mostly playing VR and sometimes knitting yarn via robotic arms. Lots of ways it could be better. Also unlike traditional cyborg stuff with all-machine life-support, I would like to still have a complex microbiome if not taking it further with symbiosis.

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago)

Are you challenging me?

For the most part, it's not hard to find them if they're doing the things I said and you pay attention while they do it. Look at how many titles a publisher has on Steam, see if they have a wikipedia page and if so if there's monetary info involved. Recognizing a dev/publisher might also be part of it.

Also with self-publishing never being easier, some of my skepticism starts there. Another is games seeming somewhat shovelware-esque or like they're trying to ride the wave of some other successful game/trend and that's why targeting consoles early-on is likely important to them for the money.


I originally wasn't, but off the top of my head some of the stronger examples:

Just because something is cute pixels that does not mean it's indie. A good introduction to this is the existing discussion of Dave the Diver and its ties to Nexon. EDIT: Also, lootbox controversy with Nexon and Maplestory

One involving unpaid marketing and crowdfunding/early-access: tinyBuild. ~$473m IPO. Publisher of Hello Neighbor, which also has some controversy around it on quality (also mobile games with micro-transactions, because kid audience). While searching on this, I also saw someone angry about them doing testing on Steam and then a post-launch Epic exclusivity. EDIT: Also one of their games not having all content available on GOG.

The game Roots of Pacha had a license dispute (I do not know the cause, but the dev did end up getting the Steam rights) their original publisher had at least 6 different accounts on Imgur (and they also did the crowdfunding/EA thing too, and no it was not like 1 game per account either and some of those accounts are mysteriously gone now). Same publisher was in the news about controversy over boob physics, and I don't doubt it was either suggested by the CEO for the headlines or just marketing clicks if controversy hadn't have happened.


Even if people don't care about stuff like this enough to stop buying the games, I hope they at least try to not enable or reward blatant self-promotion (particularly the more dipping and questionable practices involved) on the fediverse

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago) (2 children)

And don’t confuse high budget indie studios with AAA game developers

On the other hand, there are a lot of publishers out there who really shouldn't have things called indie when they're involved.

The ones who have struck gold (perhaps multiple times) and are already worth multiple millions, publicly traded or even owned largely by investment firms. Some like this still footing everything on the players (crowdfunding and then early access) and on top of all of that going onto places like Imgur and Reddit and doing unpaid marketing there (doesn't seem great for the actual devs, and then there are things like multiple accounts/sockpuppets/deleting+reposting etc).

And even without the unpaid marketing stuff, a publisher has a lot of ways to screw over developers and/or players usually with the goal of money in some form.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

My napkin guess is that this is some sort of specific process/tactic, either it only allows ~~1~~ 2 levels of reclassification at a time or that was all that could be agreed on (with multiple agencies, likely the DEA limiting the pace). So either avoiding the Senate or the tiniest of steps that pretty much anybody will allow/defend. Slow-and-steady could be the plan, assuming Biden wins again and actually follows up.

Well that and it probably really helps with the turning-a-blind-eye, like the difference between ignoring/acquitting a hit-and-run fender-bender versus ignoring/acquitting the act of treating a no-traffic intersection (in clear conditions) like a 4-way stop. Maybe it will be enough to reduce hostility and move the relevant overton window over time while avoiding pushback.

EDIT: Looking at it more, this seems to be the department of HHS pressuring the DEA on clear medical use. As others say, the lower restriction might help further medical study which could in-turn result in further reclassification.

 

Made with Blender. If you want to see more (or read details I've written about before) I have other threads but note that most instances I've seen seem to only get one thread or the other (so you may need to look at my threads on Kbin). There's another image (an office plant) in the comments of one too. Nothing really substantial yet, just trying stuff.

Aesthetic note: Some of the look is just a side-effect of a lower resolution with color reduction to reduce the data of the png. For live-rendered content, I prefer high-fidelity (if certain options actually have a benefit maybe I'd use it, but even then something like vertex lighting is more likely).

For potential gamedev I'd like to use Raylib (with bindings for Nim-lang, and I ran into the issue of vertex colors not loading). Godot 3.X could work but I noticed every imported model will have its own material (Godot 4.X would be nice, but no production-ready bindings for Nim yet like 3.X has).

The Blender workflow here could be better:

  • give every new object color data by default
  • ~~render settings eg filmic contrast w/transparency~~ EDIT: this is covered by file>defaults>save...
  • swapping to solid render mode for the vertex paint mode and then back to rendered for object mode
  • an add-on to set vertex colors in a way that allows quickly editing them (sort of like a color index)?
  • do geometry nodes have any use for this style/vertex colors?
    • I made a spiral vase with modifiers easily, but couldn't figure out how to make stripes in the vertex colors without applying the modifiers first and doing it manually...
8
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 

This tech should not be forgotten, it is good enough all on its own.

No textures anywhere in this scene. Badger's eyes are a separate mesh (to have a shiny material, probably could be joined though) but everything else is its own mesh, and the saucer has a glow effect on the bottom and notches (the dome is just smooth shaded).

Forgive any lazugliness here, haven't done much in a while and this isn't for anything other than fun/testing. Also odd trying to test things that use vertex colors in the way I want to show while also being easy enough for me to create.

Would like to use stuff like this with Godot (locked into 3.X for the language that I want) or Raylib, I wanted 2D but this is supported better (though it is a bit higher of a barrier). Haven't tested it yet, I assume some of the methods I used (flat shading, face colors aka face masking) increase vert count (assuming they don't cause issues, like rendering via ~~Eevee~~ Cycles causes visible triangulation).

Aesthetic notes: I prefer the native-resolution look (no pixel filter) and don't mind materials/effects (if it's not too intensive). I'm not totally against textures, but I'd use them sparingly and grayscale (and maybe even general purpose patterns that are used in multiple places).

Vertex color skyboxes are magic, too. Not attempting that yet, but a tool does exist for it.


Blender side note: I made a spiral vase via modifiers (yes, because Spyro 2 vase), I don't suppose it is possible to

  1. get hard edges without altering mesh (rebuild) or applying modifiers

  2. put vertex color stripes on dynamically without applying modifiers?

  3. use geometry nodes for something like this viably?

Also separate note, but I assume greasepencil would be useful for things like wall art or even cutscenes. Probably not so much for 2D if it needs to be rendered out first.

3
submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

So the basic idea here is using a low-resolution texture that is designed specifically to be upscaled (anything but the first 3) to a simpler smooth aesthetic. Pixel blob/triangle/hexagon etc in with a 32x-or-lower texture (which is all that is downloaded), crisp shape(s) out. Also probably things like lineart for faces (or other similarly composed pieces), generally less colors hopefully preventing ambiguous details.

Batch conversion / post-processing / basic filter (to preview) are all options, but a live shader in an editor would be more useful. Even better for multiple outputs to see results for different shaders and make designs with their quirks in mind to make specific looks (esp. if multiple shaders can be used), or even just an option to tinker with (say if other pixel-art programs are better).

For an editor, I'd want to use Krita (a G'MIC filter would be fine but the ones I tried weren't great**) or maybe a web editor. GIMP would be fine too.

For a medium I probably want to use Raylib, Godot 3.X (with this aesthetic at least), or maybe even Krita animations? Basic 2D/3D, tile maps (per-layer filtering?), bump maps or other PBR/shader inputs, texture warping, using sprites in 3D, animation etc all seem interesting.

SDF (Signed Distance Field/Function) textures are a similar endpoint (and I would consider using Inkscape for that).


For some backstory, I don't really want the pixel art look (especially because I'm not so good at it) nor do I have the skill for a painted look. I'd rather have resolution-independent* art, but upscaled could allow using raster art's tools/features for better support and easier tools/creation/aesthetic etc. particularly for learning/practice while still allowing for higher resolutions than tested for.

I could probably just go for untextured 3D with vertex colors, but I kinda don't want the extra complexity or needing to use Blender. Though both 2D polygons and 3D meshes could be used alongside upscaled textures.

*= Like THE EYE, but there are issues like it needing not-yet-released-PR which may not perform well if used to create an entire scene, plus AA support not being everywhere even for basic polygons, or language bindings being unavailable for some languages in 4.X (ones that work in 3.X).

**= Upscale [Scale2x] works somewhat (16x with x 8 scale factor to get a 128x texture), though the preview appears broken and you must manually resize your canvas before running it. I suspect this is because it is an older filter.

Meta note: No tags used because the relevant ones I could think of all relate to content, particularly pixel art which this doesn't really relate to aside from specific intention and maybe some techniques.

 

Reply to So I'm kind of experiencing some cognitive dissonance

Was going to post this on an existing microblog but it won't go through for whatever reason. Reply to @futureisfoss and somewhat to @sotolf as well.

I haven't kept up w/it, but Dominik (who made the package manager and a book to say the least) quitting a little over a year ago seems like it was a significant setback all on its own (which probably has made a major difference by now).

Though I also haven't really started yet (it certainly doesn't help lacking stuff, like Godot 4 bindings are still being worked on by 1 person) so maybe me dropping it is part of why I feel cynical. The last code I did (months ago, in September), load format example (I didn't really make a complete system, because technical hangups and no idea on resulting usage)

 

Any recommendation for an object modelling application (free+Linux support), or is Blender the only go-to? I want to do basic #lowpoly models and vertex colors as well (textureless, at least early on). Maybe (skeleton or vertex) animations?

In the tinkering stage now, currently have tried Raylib (have done stuff for 2D polygons but seems pretty limited, also note I want to use it with Nim-lang). I figure 3D might have better support here (due to the format), though maybe some other framework would be better too? Spyro is some inspiration/motivation here with vertex colors used for effects (also, vertex skybox).

Some type of gridmap editor (crocotile, cube 2:saurbraten) might be viable to make object models (unsure of for characters and vertex colors) but I haven't checked them out. Also looked at Gamefromscratch's stuff and didn't really find much. Dust3D is a thing but I don't think that's the type of workflow I want (maybe for an organic character).

#ps1graphics

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