u/tinmark

214 post karma · 1,794 comment karma · joined Apr 2015

  1. 30points

    I replaced my tinted water tiles with one pixel-art shader. Before/after (i.redd.it) [Showcase]

    5 comments · source

  2. 32points

    I replaced my tinted water tiles with one pixel-art shader. Before/after (v.redd.it) [Show-Off]

    1 comments · source

tinmark

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

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.