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Joined 4 months ago
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Cake day: November 20th, 2024

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  • Vector/polygonal, truly implemented for the technical benefits* and likely untextured**. Which will make it more niche than the early 3D stuff that did use vertex colors ( EDIT: such as Spyro (specifically skyboxes, LoD) and Crash Bandicoot (Crash’s animations are cool too)).

    3D polygonal+vertex color actually isn’t that difficult to do. I’ve done some, the real issue (aside from making it good) is actually the animation/game around it. I haven’t done much and continue not doing much because personal stuff.

    2 examples (of my own stuff) I've used many times before

    * less data while also rendering at native res without needing extra work (8K or even on a 50ft Billboard? Sure). MIDI (you can use higher-quality soundfonts) or other procedural stuff (sounds/sfxr, textures) are nice too.

    ** I’m not against not-too-many general-use textures, but I tried this (including a watercolor splatter texture I made) without mapping and wasn’t really happy with the results… plus normal maps won’t work with per-vertex¯ materials. So this probably takes a lot of effort/skill to work as-intended.

    ¯ not strictly necessary, but I don’t mind the idea aesthetically and a free optimization sounds nice even though low poly+vertex-color is already a low bar (unless per-vertex could help with webGL, mobile, VR, or really old devices etc?)







  • I’ve been doing that with juice too (also adding iced tea powder, other stuff like almond extract (cherry taste) for more/different flavor) but I can’t imagine watering down soda unless using something that’s also carbonated. Which I never really tried the other carbonation options due to cost (not really drinking soda often though, tapwater is free).

    Well, I did try watering something down with club soda once but that was gross particularly because the carbonation was already gone.






  • well yeah most people don’t have the hardware to play the pre-HD versions at their best

    Maybe you mean an actual PS2, but IME using emu w/higher internal res on a non-stellar computer was a pretty good experience.

    Meanwhile the HD version is data bloated (likely because everything is uncompressed for no reason, or multiple resolutions of FMVs including 4K) so the download would be painful for me. And really with Okami’s aesthetic especially, I don’t think HD is necessary (again, beyond just higher internal res and whatever other enhancements based on preference).

    I think it would’ve been better to change the FMVs into in-engine if viable, I assume the ones that were pre-rendered was just a hardware limitation if not just some production thing.


  • I don’t see patient as “letting it slide [off]”.

    These days I don’t really buy things ever, I mostly play free games if even that. Less hopeful of the industry, feel like I wasted money. Later purchases were more patient, but disappointment there only slowed it even further.

    This is a me problem (and a lack of income), but I sort of see it as being patient to a fault.

    something gets done and completed

    I am talking within the context of mental/physical health issues and never having made anything close to a game. Personal despair, isolation, lacking viable options, collapse.

    So it’s more of an existential crisis. I am guessing there are probably some idioms about learning/practicing survival skills when the ship you’re on is already sinking.



  • The topic and community have an unfortunate overlap for me, “patient” probably means I’m not doing it beyond some scattered attempts.

    I have lurked with the ideas on different low-resource solo-dev specializations. I feel like the pieces are mostly there for me (Godot 4.4 will be closer to that), though I still need to put a lot of work in for no clear end-goal (I don’t really want to really sell something, even if I could).

    And thinking about the future (gestures broadly) just makes me feel like

    A low-poly, vertex color-only model of a tail-less gecko, pathetic-looking and purple under its eyes. The origin lines from the software Blender can be barely seen

    Personal issues sure don’t help.

    Also, an in-engine screenshot