GNU social JP
  • FAQ
  • Login
GNU social JPは日本のGNU socialサーバーです。
Usage/ToS/admin/test/Pleroma FE
  • Public

    • Public
    • Network
    • Groups
    • Featured
    • Popular
    • People

Conversation

Notices

  1. Embed this notice
    Eniko Fox (eniko@peoplemaking.games)'s status on Sunday, 05-Jan-2025 00:43:58 JST Eniko Fox Eniko Fox

    i wanna dip my toe into 3d gamedev but its hard because i'm so comfortable with 2d stuff that it feels silly trying to learn so much new shit 🙃 like, i could just continue making 2d games, itd be fine

    In conversation about 5 months ago from peoplemaking.games permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Sunday, 05-Jan-2025 00:43:57 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      @eniko I kinda wish I didn’t love 3D so much - always have, right back to when it was total garbage like Driller and Starstrike in the 80’s. Everything takes so much longer.

      In conversation about 5 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Sunday, 05-Jan-2025 01:00:56 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      @eniko I guess at least players seem open to more stripped down aesthetics like PS1 or boomer shooters. It’s not something I’m really into but it’s more manageable (especially for someone with 2D skills and a history in raycasters)

      In conversation about 5 months ago permalink
    • Embed this notice
      Eniko Fox (eniko@peoplemaking.games)'s status on Sunday, 05-Jan-2025 01:00:57 JST Eniko Fox Eniko Fox
      in reply to
      • The Seven Voyages Of Steve

      @sinbad yeah. but i feel like there's caps on how immersive a 2D experience can be

      In conversation about 5 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Sunday, 05-Jan-2025 01:16:07 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      @eniko Maybe? You could *probably* get away with 4 directions for characters, same as Zelda style 2D, I think Wolf3D did that (Doom had 8 I think which yeah starts to get cumbersome)

      In conversation about 5 months ago permalink
    • Embed this notice
      Eniko Fox (eniko@peoplemaking.games)'s status on Sunday, 05-Jan-2025 01:16:08 JST Eniko Fox Eniko Fox
      in reply to
      • The Seven Voyages Of Steve

      @sinbad yeah i've considered 3D + sprites? but that still involves making 3D models and animating them then prerendering into sprites cause otherwise oof ouch

      In conversation about 5 months ago permalink
    • Embed this notice
      Eniko Fox (eniko@peoplemaking.games)'s status on Sunday, 05-Jan-2025 04:59:43 JST Eniko Fox Eniko Fox
      in reply to
      • The Seven Voyages Of Steve
      • Megan Fox

      @glassbottommeg @sinbad yeah im thinking of trying that route. i've just not managed to model and texture and rig a character im happy with yet lmao

      In conversation about 5 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Sunday, 05-Jan-2025 04:59:43 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Megan Fox

      @eniko @glassbottommeg I do think especially when it comes to characters, pixel art and low poly modeling are hugely different skills. There’s much more overlap in pixel art and environmental texturing (big flat areas) but getting a low poly character shape looking good? Tricky stuff. I’d be sticking to robots and spaceships if going that route 😄

      In conversation about 5 months ago permalink
    • Embed this notice
      Megan Fox (glassbottommeg@peoplemaking.games)'s status on Sunday, 05-Jan-2025 04:59:44 JST Megan Fox Megan Fox
      in reply to
      • The Seven Voyages Of Steve

      @sinbad @eniko honestly at that point, I'd seriously consider just hopping to PS1 aesthetic. A lot of your skills transfer (PS1 texturing is functionally pixel art), and if you just learn basic 3D animation it's easy to handle the level of animation required by the aesthetic.

      You basically gotta do all that anyways for sprites 3D. Might as well skip the "and then render back down to 2D" and just do the sprite-style 3D enviro + PS1 folks tooling around in it or whatever.

      In conversation about 5 months ago permalink

Feeds

  • Activity Streams
  • RSS 2.0
  • Atom
  • Help
  • About
  • FAQ
  • TOS
  • Privacy
  • Source
  • Version
  • Contact

GNU social JP is a social network, courtesy of GNU social JP管理人. It runs on GNU social, version 2.0.2-dev, available under the GNU Affero General Public License.

Creative Commons Attribution 3.0 All GNU social JP content and data are available under the Creative Commons Attribution 3.0 license.