lkledu.bsky.social
The sanctity of poverty is an invention of the rich.
353 posts
36 followers
98 following
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O mesmo vale pra Sony, Microsoft, valve, hyperx, e todos os caramba a 4.
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O problema é que eles são cheios de isenções e metem um preço absurdo desses e falam que "é culpa do dólar, sabe como é". Eles só vem aqui como colonizadores, não fometão a indústria nem nada aqui e levam embora nosso "ouro". Governo tinha que trabalhar pra fazer a Nintendo fabricar switch 2 aqui
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Não sei se entendi, mas se a crítica é sobre a hipocrisia de reclamar de uma empresa enquanto passa pano pra outra, aí eu apóio, já que todas essas empresas são mercenárias. Eu não julgo quem paga caro,eu julgo as empresas que predam o consumidor espremendo ele até sair o último centavo.
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Spend all day planning the day, accomplish finishing to plan the day
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The signs are clear
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Which things?
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Gratzzzzz
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He is very nice
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It will look better with the bag pack and without in T pose xD
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I was talking about the right one. The left one looks better and more cartoonish
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First = left
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Also the shape of the nose in the first character is better
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The eyes are weird, they look more "realistic" than the rest of the character
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Both, it's always nice to have the power to choose on config
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www.youtube.com/watch?v=WEs2...
This was the video
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Also I saw a video yesterday of a modder complaining about the maps from warcraft reforged, as they have the same poor treatment. He joked about blizzard not being able to do good graphics as the AAA companies.
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They don't even have a normal map, the fog above undercity needs to improve so it can be called ugly. The water is more like a flat plane with texture, they could use a flow map. The new maps are so pretty, I would like to see the old ones to receive the same treatment.
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There's no problem with you thinking it's pretty, I like the old style too, it was one of the things that attracted me back on cataclysm, I love hand painted style. But since I have learned about graphic design, I see the graphics on old maps and they scream on how few vertices they have
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cause the game is ugly. They have improved the character models but didn't have improved the rest. It's more noticeable when going to old maps like undercity or near orgrimmar.
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The machine spirit needs to be pleased
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go touch some grass
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No thanks, I'm more of eating than cooking
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Right one is so beautiful, what kind of noise is that you are using?
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At first glance I thought it was chocolate
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To understand it, go look into Godot scenes (each scene is a node, it's up to you if you will use it as a node or as a level/scene).
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It's how the engine works and is structured. Unity has a property approach where you create scripts that represent properties on your game object present in your level. Godot uses a component approach where you create nodes and sub nodes and place them in your level.
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After those two steps, go start coding
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Go for the tutorial on documentation, there's a tutorial for 2D and other for 3D games. But to give you a hint, start learning the software interface (the game view, inspector, file view, console, etc), after this go learn the engine paradigm (this looks intimidating at start but it's easy).
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You should certainly go for Godot. It's very simple but also powerful, it is getting better and better. It's paradigm is similar to unity, but instead of have the project organized by components on objects, each node/obj can have just one script, so to have more you add sub-nodes on your main node
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Godot has limitations? Yes, but it's being improved, sometimes slowly, sometimes fast, but constantly, it's a matter of time for it to turn into the best tool on the market as blender is now. I started using blender when it was ugly, but now it's better than 3D max or Maya and it's free
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In Godot I would create a Node to hold a script that would generate a graph with some rnd 3D position on the node and would instantiate a room on it. For simplicity I would avoid changing the Y value on the positions so the map just gets created on horizontal, without stairs
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Your project reminded me of some simple procedural dungeon generations that uses graphs. They aren't hard to implement and could be a great project for a beginner.
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Those paradigms are established by the engine architecture, understanding it will help you take the best of it instead of fighting against the engine to do what you want.
Also it is nice to understand the engine limitations, so you can decide when to give up about an idea