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  • EDIT: On second look I'm guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is

    <me pretending I have a project>

    : haha same

  • I did mean both... Newgrounds is known for animation, too. Have you never seen a flash animation?

  • Also wouldn’t blender be better suited for vertex colored animations?

    I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

    Blender-only would probably be fine if you can export to Blender Game Engine but I'm not sure it's really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

    I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

    Not quite. The major point is that it's being rendered on the user's computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

    The most "real" implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven't tested Godot's new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

    The 3D version of this isn't even anything exotic. It's just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It's an aesthetic choice that is also an optimization.

  • I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

    WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options... but even Newgrounds doesn't highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

    Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it's gotta be me. Some chunk of development is also different from the content it allows.

  • Does the water give fish arms and legs?

    Actually scratch that it don't matter. How much river water do I have to drink until my pollution stops? Or maybe not if it makes me piss more. Isn't that pollution? Some kind of sick game you're pulling here, buster.

  • Get me out of here. I already use FOSS, tell me what license to use and I can also do testing (both bug reports and medical/biomech stuff).

    I know, probably not even close to a real option. Same as it ever was.

    Godot, Blender, Krita, Linux etc

  • I don't think I have any federation issues (at least directly), but yeah I don't get replies probably because what I post is too niche. On 3 posts so far at least (~8 upvotes each) in 3 different communities.

    Well, looking back most anything I post is probably doomed this way no matter the instance, unless maybe it's something more general or eye-catching on a bigger community.

  • Me, haunting those responsible for the wording:

    not a cyborg.

  • For a practical test, search for kbin.social (and then ctrl+f for it also to get the direct results). Or, just look at a community: !kbinMeta@kbin.social

    The only thing that appears missing is the avatars images. Though I assume the text content is doomed in the long-run when it comes to new instances, as I doubt re-federation (3rd-party federation) is a thing. Unless of course, someone manually crossposts said content.

  • I feel it's more true for Nim-lang. No dealing with pointers (it's possible, just not a normal thing like int*, Nim has newer memory management options like arc/orc). There's also stuff like for i in 0 .. 9 (and ranges like that have more options/uses too)

    I mean I guess there is overlap (both languages have UFCS and interop). So it might come down to syntax or specific implementation. Though I imagine for those who like the braces style, there are other options to look at like Zig (or Rust, there is complexity but also popularity).

    I know there is some difficulty when it comes to a language being niche (at least when lacking knowledge), and that's certainly my experience with Nim.

    the asterisk is instead used for public+importable

    I guess D does have this as foreach (i; 0 .. 3), though not quite the same

  • Even in the deepest suburbs it’s not that hard to form community and connection with your neighbors.

    I get that it’s less “fun” to go out and make friends if you don’t got a riverwalk and cafes, but the most important ingredient is still there, which is other people you just need to step up and make things happen.

    There are so many angles to why isolated people don't "just go out and talk to people", though I will spare the rant as I live in an area likely much less densely populated than a suburb so I'm not sure how well my experience would map to what you're saying.

    Well, other than it's a lot easier for some people than others due to many aspects (like the bit you mention about dogs will work better for someone who also has a dog) but those are already the sort of things that are the difference between someone with some sort of social life vs someone with none.

  • You use AI to code for you.

    I alone use the wrong type of hammer to slowly and frustratedly get very basic tasks accomplished once every season if I'm lucky...

    we are not the same.

  • An elderly Walmart greeter:

    <holding a gun and shaking nervously>

    "Go ahead hero, pull the trigger. You got killer in your eyes, son? ...I don't see it."

  • Permanently Deleted

    Jump
  • On the other hand: anything anti-consumer like this (like bricking game consoles) has potential to backfire in a myriad of ways when the inevitable exploits are found.

    Ransomware customers, target people you don't like (perhaps even by employees), or simply brick devices to cause returns and/or drive up customer support costs, or just cause a scandal to tarnish the brand itself (or force recalls/end of sales in places that actually have consumer protections). EDIT: Also imagine a dealership where no truck can even be driven off the lot, especially if they all need something like the computer to be fixed/replaced.

    The closer to a real brick it is (rather than just a soft lockout), the more potential there is for disaster. Also it reinforces exactly the sentiment that'd cause people to look for said exploits.

  • Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.

    I mean I guess if you make a cool skybox like that you'll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?

    I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)... though I don't think I've ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can't be sure.

    I know personally if I'm able to make anything, it'll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.

  • Abandon widespread texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).

    And for something not-by-me, see Spyro's vertex color skyboxes.


    general normal maps are ok, but I didn't have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.

    Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.