Yes, but also I don’t have much programming experience or even viable beginner project ideas. Also interested in polygonal art but lacking a project doesn’t help with that either.
So add in other issues and it really ends up as
Yes, but also I don’t have much programming experience or even viable beginner project ideas. Also interested in polygonal art but lacking a project doesn’t help with that either.
So add in other issues and it really ends up as
I understand fragmentation here, as you can get what you need in a format that works well-enough.
Different package formats often have technical differences. Recently I had the choice to use something from a flatpak to reduce lib32 dependencies on my system… but I didn’t go with that as the other dependencies it needed (openGL, graphics driver etc) were redundant thanks to sandboxing (~2GB download!).
Anything native from itch, GOG, or humble doesn’t really ‘install’ but rather they are just extracted… so the files should be what it is (portable, except game saves/user data likely won’t be). This allows you to run it off of a slower+larger-capacity drive.
EDIT: Also if you need to compile it, probably will also just compiled to where you put it (to a bin folder).
Non-system stuff like this is more viable for things that you don’t need updated frequently/ever (particularly games/software post-development). For sure most-of-the-time the best experience is via your package manager.
Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?
I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.
*=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.
Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.
I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.
*= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.
Using nodes to compose art (or even component-based code?) would be my guess. Though sure, for many scenarios/designs a node swap wouldn’t be needed.
It was too slow for an edit, but this is the older version screenshot (note:Imgur only loads links for me with a private window)
One small benefit of the current layout is that I can see both edges of a rolled-up window (when focused).
I would definitely try more things if I had more control. Big text would be nice with content overlap (or outside window+outlined+noBG?), inset controls especially if dynamic. Maybe even different placements of title or buttons.
Fair, I have no idea if there’s much interest.
For difficulty, I would make wider+more spaced buttons if dynamic sizing were a thing (without it, small windows would have shorter titles when focused).
If you mean visually, yeah not many pixels and with this layout I cannot put a background behind the window buttons without it spanning to the title. The previous version has it but was right-justified, so cannot have the buttons disappear without the title shifting (the shown version allows longer titles when unfocused).
That explanation makes a lot more sense for AAA who are very likely using significantly more bandwidth (due to data bloat in their games, day-1 updates), and are much more likely to be making millions.
For indie not so much, and it seems odd that there isn’t even some general incentive for games with lower requirements. Then again, using a platform like itch instead (possibly geared more towards bundles) or even going with some other payment method (donations) might just make more sense in that case.
For bandwidth, it’d absolutely make sense if a game that’s 10GiB+ because uncompressed audio and pre-rendered cutscenes (and likely huge day-1 updates) had to pay more of a cut to its platform than a 200MiB (or less) game. Particularly if the smaller game doesn’t even have multi-player.
You fool!
Be a good grandma: Tussle your grandkids’ hair and tell 'em YOU WILL EAT WHEN THE FOOD IS READY!
I mostly do untextured low-poly stuff so I’ll think I’ll leave that one to the brofessionals. It doesn’t seem like a good starting point.