u/tinmark
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30points
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32points
I replaced my tinted water tiles with one pixel-art shader. Before/after (v.redd.it) [Show-Off]
tinmark
tinmark
The idea is decent, but the execution is not polished.
The game does not catch attention fast. That's what you need to sell copies.
Yeah, probably 100 first month.
tinmark
sure bro. go sleep, i'll ping u
tinmark
Strength comes from the heart, not from the muscles.
tinmark
First time trying a blizzard launch? :D
tinmark
epstein files
tinmark
they're waiting for claude to run all the 6345 tests that it designed for this fix.
tinmark
blizz doesn't like rppvp ppl
tinmark
Ah, vibe coding wow...
tinmark
for US, not EU
tinmark
+1 pentru handleul de github
tinmark
it's not a simple prompt to generate the model. there's a quite complex flow, most are using comfyui or similar.
usually you have some base assets and you generate tens of variants with comfyui.
tinmark
The tools changed as well. Now artists are expected to leverage their skills with ai.
tinmark
Felicitari genz ca intrerup acest cerc vicios.
tinmark
thanks, glad that part landed! those out-of-sync foam tiles bugged me for ages too.
the coastline comes from the island generator, so the distance texture gets baked once when the map is built. It’s a tiny texture and a quick distance pass, so re-baking it later would be cheap if I ever need to.
splashes in the shallows is a great idea.
character dips into the water when you wade in, so a little splash at the waterline would tie it together nicely, and like you said, it’d show where the shore ends. going on the list 🙂
tinmark
Nu exista in lume un joc la nivelul gta. Gta e cel mai scump joc facut vreodata.
tinmark
Door kickers, Aska
tinmark
I've played all of those mentioned (and loved them).
Project Zomboid comes to mind. But it has a steep learning curve. And it's quite addictive once you learn it.
Very similar with Valheim is Aska where you also have villagers to control.
tinmark
Wow, very nice art direction. Congrats.
Noticed you guys have pretty accurate light propagation (when you show the 2 campfires inside building). How did you do that in 2d?
tinmark
As someone that's developing a survival game with animals & human enemies: the animals AI was the easy part.
The humans AI is much harder. Making them behave naturally and react to so many situations took a lot of my time.
And I'm not sure it was worth it...
tinmark
yes, and a bit more casual.
tinmark
As a user, I dont care.
All I care is if the game is fun and looks nice.
My problem with AI slop is that it looks bad/generic and it doesn't feel fun.
tinmark
I would like to slightly be able to adjust the angle of the camera. For some reason I don't like this angle.
it’s already there, but it’s older than the shader and doesn’t read that texture. the dip uses the island generator’s height for the tile you’re standing on, so the character sinks in a few steps as you wade out, and in the deepest water you start running out of air.
so the two come from the same coastline, but not the same data. reading the dip off the distance texture would line it up exactly with what you see, and could make it smoother than the steps. nice idea, going on the list next to the splashes