Combat Designer for RushRev Community Patch - Level Designer - EVO Top 8er - Follow for filthy combos

WA
Joined November 2014
trying something new link in replies #rushdownrevolt
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Лучшее, что я видел за последнее время — чел пилит ASCII MMORPG, в которой вся графика состоит из букв и символов. Да, буквально весь мир, персонажи, окружение и спецэффекты нарисованы разноцветным текстом. Автор сейчас экспериментирует с магией, визуалом и боссами. Я прям залип на то, как из нескольких десятков символов получается такая красота. Буквально сны при температуре 37,2. Via: tiktok.com/@Ansenjeo
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Check the disc... Super Smash Bros. Melee is now an arena fighter! Fight it out on familiar stages reimagined for a 3D world. Welcome to the third dimension!
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deadlock editors are feeding us good omg .. makes me wanna play rat king
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ready for the last round? samira and sett complete the 2XKO roster on october 27.
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メイキング的なものを作ってみました。 バトル映像は元々作っていたもので、アイデアはAIに古き良きものを組み合わせて新しい表現をしてみたいなと考え、ドットにしてみるのはどうだろうか?とチャレンジしてみました。 ただドットにするだけだともちろんつまらなかったので、それなりに試行錯誤しながら、新しい表現を模索しました。 最初はちょっとないかな?と思っても粘っていると、これはいいかも?にたどり着けるので、AI時代ではありますが、試行錯誤は大切だなと改めて思いました。
「Dot battle」 バトル素材で違った表現を模索。 Opus 5.5でBlenderとPythonとAEを操作。 AIの映像を拡張できそうな予感。使い所は不明。 でもドットを打つことが大事ってジョブズも言ってた。 ■素材 ・バトル映像と音:Seedance 2.0 ■Blenderとコードでやらせたこと ・人物の輪郭と奥行きを解析して、映像をドットに置き換える ・半拍ごとに、ドットの大きさ・色・背景を切り替える ・打撃に合わせて、ドットが潰れる、カメラへ飛び散る、時間が止まってカメラが回り込む ■わかったこと ・ドットが大きすぎると、何の映像か伝わらない。小さすぎるとかっこ良くない。 ・切り替えを1拍ごとから半拍ごとにして、打撃で粒を潰したら、一気に激しくなった ・ずっと速いだけだと単調。止める場面を挟むと、速い所が効く ・打撃のたびにドットを爆発させたら、人物が読めなくなった。爆発は弱く短く
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sick retro-fantasy RPG just got a release date - brutal combat + VIBES - FromSoft inspired - Iron Pineapple said 'These devs really get it' - 50+ melee weapons, 100+ enemies - 2-person dev team - one of the best games we’ve published Queen’s Domain, coming PC & console 30th Oct
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🐍 #p5js
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Super Smash Bros Melee in mixed reality. Playing on my coffee table. Hang off the ledge, fall off the edge, or get flung by Master Hand! Just 2 days after the full decompilation!
super smash bros melee is fully decompiled, this project started in july 2020, so it took over 6 years. the progress was hugely accelerated by llms and finished off with astra. it's a very large game with 3.88mb of compiled code. github.com/doldecomp/melee
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And there it is. The perfect tier list
I'm right you're wrong
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I'm right you're wrong
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Guys... what I thought was 1-2h of goofing around, making a soft looking material for my game, turned out to be a breakthrough for its visibility. Showing off this "pillow physics" online has gained me more wishlists than actually releasing the demo!🤯 #indiegame #indiedev
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I forgot to mention this but the game has a demo on Itch.io, here's a snippet of CTRL+OPT+OUT gameplay. It's got so much sauce in it foolcombo.itch.io/ctrloptout
Philippine game dev FOOL COMBO just unveiled trailer for CTRL+OPT+OUT. If you like boomer shooter similar to Turbo Overkill and MULLET MADJACK, consider check out CTRL+OPT+OUT on Steam
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A little bit about how I go about working on the initial stage of a figure #zbrush
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faux real
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same guy made the best movement shooter ever made so this is sure to be really really good
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Hellboy alters hand painted after the one, the only Mike Mignola.
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i was wondering what would it take to reimplement the same model Konrad uses here in our TypeGPU based kernel library and it took around an hour it still needs a bit polishing, but already works in real time we're working on porting such models as easy as possible
Depth-aware light injection in TypeGPU I got a 448x448 monocular depth model down to ~8 ms on my M4 Pro across ~250 dispatches, which is fast enough to use in realtime :D Since the inference is written directly in TypeGPU, I can just feed the depth buffer straight into the lighting pass. It never has to leave the GPU or go through any extra synchronization/interop step Inference, lighting and draw all go through the same command encoder.
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