insomniac_lemon

joined 1 year ago
[–] insomniac_lemon@kbin.social 3 points 4 months ago

Well yeah, but mostly due to lacking any chance and I'm a shut-in (who probably has SzPD). Also time has already made a fool of me.

[–] insomniac_lemon@kbin.social 3 points 4 months 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.

[–] insomniac_lemon@kbin.social 3 points 4 months ago* (last edited 4 months 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

[–] insomniac_lemon@kbin.social 3 points 4 months ago* (last edited 4 months 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.

[–] insomniac_lemon@kbin.social 42 points 4 months ago (1 children)

I see ice-cream this tall and think:
YOU ARE DOOMED BY YOUR HUBRIS.
DO NOT DELAY FOR SMILES OR RECORD KEEPING.
EAT YOUR TASTY TREAT CAREFULLY BEFORE GRAVITY MAKES A FOOL OF YOU.

[–] insomniac_lemon@kbin.social 1 points 4 months ago (2 children)

Seeing unknown: "What's he building in there? ...we have a right to know."

[–] insomniac_lemon@kbin.social 1 points 4 months ago

Sam has a nightmare: Paul* saying "You're not perfect."

*= Of DECtalk

[–] insomniac_lemon@kbin.social 12 points 4 months ago

I've also recently heard about VAs/creators (Aqua Teen Hunger Force and Space Ghost) not getting royalties (and living rough now despite their shows being successful). It's also frustrating considering the style of stuff like this was low-budget in the best possible way.

[–] insomniac_lemon@kbin.social 1 points 4 months ago

If it is actual (local, in-engine) Text-to-Speech, I'd see that as more forgivable. Less space taken up by audio files, better for modding/user-generated content.

Though given the mention of AI and a AA/AAA game I highly suspect they aren't going that route.

[–] insomniac_lemon@kbin.social 3 points 4 months ago

What about...
unamplified

[–] insomniac_lemon@kbin.social 2 points 4 months ago* (last edited 4 months ago)

I am all of the issues to some degree and AI outputs to me* just seem like dairy-free maple-coconut water cheese. So personally I'll just stick with nothing (substantial) until the format/workflow that I'm looking for (hopefully) becomes viable for me.

Luckily writing a book or painting hyper-realism are not the only type of creativity.

(also funnily enough, AI currently is just a different set of skills/knowledge especially for the better results or wrangling custom inputs/training/adjustments etc)

*= Particularly what I can run locally, w/a 1050Ti. But also just really most examples of AI (aside from maybe the stuff that is either extremely overproduced/hand-picked or potentially faked)

[–] insomniac_lemon@kbin.social 9 points 4 months ago

Probably because it is, and then add in federation issues (at least that's been my experience with Kbin). That and if I post about something niche people may have no reason to actually respond.

1
vertex color banana and peel (media.kbin.social)
submitted 5 months ago* (last edited 5 months ago) by insomniac_lemon@kbin.social to c/blender@kbin.social
 

I'm still at the point where I'm not sure what to make, but already wishing there was a way to have a color attribute (and material set up to use it+higher roughness) for newly added objects.

Well, that and it would be nice if I could have vertex paint editor automatically swap the rendering mode to solid (with object mode using whatever is set) considering I can have that set to color attribute with less lighting(/flat shading).

This one doesn't actually have much design when it comes to vertex colors, most of it is in the brown peel. But it was quick to make. Used proportional editing at the start, separated it for the peels. After basic rotation with a moved origin, flattening the peel arms was a bit weird and I didn't see anything better than doing it manually but it's not like it needs to be perfect.

Previous thread on !ps1graphics for more context (and a few other Blender questions, context-specific comments). Kbin link.

 

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.

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