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Cake day: November 20th, 2024

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  • well yeah most people don’t have the hardware to play the pre-HD versions at their best

    Maybe you mean an actual PS2, but IME using emu w/higher internal res on a non-stellar computer was a pretty good experience.

    Meanwhile the HD version is data bloated (likely because everything is uncompressed for no reason, or multiple resolutions of FMVs including 4K) so the download would be painful for me. And really with Okami’s aesthetic especially, I don’t think HD is necessary (again, beyond just higher internal res and whatever other enhancements based on preference).

    I think it would’ve been better to change the FMVs into in-engine if viable, I assume the ones that were pre-rendered was just a hardware limitation if not just some production thing.




  • I mentioned Spyro’s skyboxes (also used for portals+seamless level transitions), but it also used VC for the textureless LoD models which allowed incredible draw distance for the era. Random effects mostly resulting from flame breath (soot, glow) but also some other small details (like the level boundary headbutt effect). Lighting too (more obvious in the worlds with bonfires).

    Also Crash Bandicoot. Here’s a video on the character design (the vertex animation and spin model is interesting as well).

    VC might not be obvious especially when it was just an optimization, though it might be more obvious if it used for a specific effect (like transparency), especially when viewed with modern resolution (+unfiltered textures).

    Lots of games from this era have vertex lighting (and it certainly is a cool aesthetic* on its own) but I am much more interested when it’s actually used to significantly reduce texture usage (plus introducing other benefits). In-engine cutscenes and midi soundtracks (or stuff like sfxr) are also good for similar reasons.

    * Will be nice to try it when 4.4 finally drops (it re-adds per-vertex shading) especially as it is an actual optimization. I say this as someone who turns pixelation filters off.


  • If you’re making your own models, another option to somewhat sidestep textures is vertex colors.

    At the very simplest objects can be 1* color, though it’s still quite easy to color some details on low-poly models if you keep it in mind when you’re designing your mesh (which going for an aesthetic, is the goal anyway).

    Note that per-face VC is an option (in Blender: color attribute>domain:face corner, and then use selection plus the paint mask option right next to where you switched to vertex paint mode). You can also use the Spyro skybox trick to fake hard edges using your mesh.

    Lots of simple options with big look changes too (unshaded vs. shaded, matte vs. plastic vs. metal, manually-painted VC shadows).

    Adding even multi-use textures onto this, I’m not quite sure on especially as it requires messing at very least fixing the UV map+re-exporting. After that, object scale may be an issue (unless something like triplanar works for you).

    I even tried doing my own watercolor stuff, a failed matcap texture (which might be a fault of the shader) and a maybe-fine splatter texture. It seems like going this route is a step up in one (if not multiple) skills to be an improvement rather than reduction over just VC. A generated noise normal map for metal (maybe glass/wood) is a somewhat more viable exception.

    * even if you’re using CSG (or say, textmesh) and not interested in VC, it might be a good idea to use a material that allows setting a color per-object via a shader parameter (this can be done via visual shader with ColorParameter plugged into albedo, blend mode can be used to allow grayscale texture like noise). A slight step up from graybox… unless your room is a cave, having color other than gray/white is an easy way to improve the representation enough for it to be playable.

    EDIT: Alternatively, you could also just get the colors by using a set of materials like a color palette (stone, wood, grass, dirt, metal?).






  • I lost interest enough to delete the models I had before and this headline made me look into deepseek.

    EDIT: Not quite the Streisand Effect considering I already knew about it, but still an unintended source of pressure. Like someone stockpiling before a ban of something, even if they weren’t too avid about it before. I’ve had a similar thought when it comes to taking down free streaming sites.

    Though this seems to have traded compute for data, so I don’t have the VRAM for it… even running through RAM, I don’t feel like downloading a lesser version with my slow-ish internet.



  • The blocky white outline on everything in your example I’d say is a technical issue (common with beginners) not one that others who have used a digital art program would likely consider a stylistic choice. Home Movies is imperfect and minimalist, but it is well-presented… and even season 2 is much smoother due to the switch to Flash, which may be part of it.

    Weird stuff was either successful because the good outweighed the bad (the really bad stuff gets lost to time)… or because seemingly-bad choices were deliberate, had technical benefits, and were skillfully done.

    In other words, there’s a big difference between something being “experimental” and it being early practice.

    Though I will say sometimes style/proportions just bother people especially when common, see the hate for cal-arts memes.


  • Make Minesweeper

    Similar (I don’t know how much more difficult/different it’d be to implement):

    Somebody recently made a newer version (free on Itch) called Dragonsweeper. I never really understood the appeal of Minesweeper, but this version makes it click for me (aside from more elements, the math and piece logic allows for more deduction). That, and it probably helps that you can make informed guesses (particularly further into a game) as the mines are not the main focus.

    Their version is highly engaging, though does not currently include configuration or even a replay (after win) button.

    It’s got me thinking that I want to make my own version, half as an excuse to make polygonal* art.

    The first-step oversimplified version of this would be like normal minesweeper, though you:

    • sum the value of cells (not just checking if full/empty)
    • allow marking with numbers, not just a flag
    • have mines be a value of 100 instead of 1
    • add smaller-value tiles and a system to pace their removal (some freedom, can still lose here)
    • re-sum neighboring tiles when a tile is removed

    *= I have done 2D in-engine, 3D via blender+vertex colors, plus general material/shader tinkering.