Catacombs
Arcane
- Joined
- Aug 10, 2017
- Messages
- 6,122
Seems that the Codex's mascot has taken up body-building.Next enemy:
Giga Codex Demon Chad
Seems that the Codex's mascot has taken up body-building.Next enemy:
There's the codex drawing thread where you might get more views/opinions. imo it looks kinda faggy because of the anime eyes + low contrast, here's a quick paintjob to kinda portray what I mean by itAnd I drew this portrait today.
Any portrait artists here with some feedback? I think it's not awful. But it's nowhere as good as those Korean dudes on Artstation. Maybe one day I'll be able to sit down and do one digital painting a day for a few months and then I'll really kick ass at drawing. For now I have to keep splitting my attention among all of the other gamedev tasks.
Not exactly the best at it myself, but I'd say the problem is the eyes, mouth and the "mustache". Its hard to tell what you're going to do on the finished drawing, but the black lines you left made the eyes look girly and a psuedo-mustache growing out of his nose. That's not all of it though. The eyes as-is look too small and the whole eye-mouth package look like a horror antagonist's face, not an arch-demon/devil figure. Give it a better contrast around the teeth and redo the eyes.And I drew this portrait today.
Any portrait artists here with some feedback? I think it's not awful. But it's nowhere as good as those Korean dudes on Artstation. Maybe one day I'll be able to sit down and do one digital painting a day for a few months and then I'll really kick ass at drawing. For now I have to keep splitting my attention among all of the other gamedev tasks.
Shit. It's way better than the stick figures most of us draw.imo it looks kinda faggy because of the anime eyes + low contrast
Thanks. And maybe it is better than most people can draw. But artists who are content with "better than most" probably don't progress beyond that.Shit. It's way better than the stick figures most of us draw.imo it looks kinda faggy because of the anime eyes + low contrast
I got stuck on the part where you had to find the lube. The atmosphere is really good but controlling the protagonist is painful.So, i finished the game. Well, "finished". I was fixing bugs until the end, i managed to submit it just three minutes before the deadline :-P
I got stuck on the part where you had to find the lube. The atmosphere is really good but controlling the protagonist is painful.So, i finished the game. Well, "finished". I was fixing bugs until the end, i managed to submit it just three minutes before the deadline :-P
This is actually really, really nice, but there's not much to go on yet. I would say that the constant use of active sonar is a bad idea, revealing your position to your enemies IRL, since that's what other sub games have drilled into my head, but I believe you already know that.Working on a submarine simulation in a post-apocalyptic world where most things are procedurally generated: the world, its cities, the crew you can recruit, the hostile creatures and other submarines you can encounter, and the missions you can take on.
This is actually really, really nice, but there's not much to go on yet. I would say that the constant use of active sonar is a bad idea, revealing your position to your enemies IRL, since that's what other sub games have drilled into my head, but I believe you already know that.Working on a submarine simulation in a post-apocalyptic world where most things are procedurally generated: the world, its cities, the crew you can recruit, the hostile creatures and other submarines you can encounter, and the missions you can take on.
(Win) Added DirectDraw and Direct3D 7 backends (can now run natively in Voodoo 1!)
(Win) Added wincfg.exe Windows-based configuration utility
(Win) Fix crash at startup when the sound was disabled
(DOS) Added readme.bat and readme view mode for the configuration utility
(DOS) Added dirinfo file for Norton Commander
(SDL) Fixed SDL 1.2 compilation, the game builds. No binaries though since sound is not implemented yet.
(All) Optimized the software renderer and rewrote the inner loop in assembly
(All) Added frustum culling for mesh scene nodes
(All) Added a not-so-quick-yet-still-very-dirty PVS which is used for occlusion culling
(All) Fixed grid geometry generator to not generate geometry for occluded faces - in addition to improving performance, this produces a cleaner output when the camera clip through the world geometry
(All) Rendering optimizations give a ~+40% performance increase for the DOS version, making it playable on a 200MHz DOS PC (though still far from smooth)
(All) Added descript.ion file for file managers that support it (e.g. Total Commander)
Went with Godot and C#, simply for the speed of development in Godot and my familiarity with C# (Coming from a Java background, they look similar at face value).
After years of hanging around various dev groups I've seen too many devs focus on technical efficiency or deeply complex features ... and then never finish their game. It doesn't matter how impressive your prototype is, a finished game is better than an unfinished game.