A bit of painting I did while on vacation
KIROKAZE
trying on a metaphor

blake kathryn

Andulka
icyghini twinkie

Product Placement
let's talk about Bridgerton tea, my ask is open
tumblr dot com
Mike Driver
Stranger Things
I'd rather be in outer space πΈ
noise dept.

Origami Around


oozey mess

Discoholic πͺ©
One Nice Bug Per Day
YOU ARE THE REASON
TVSTRANGERTHINGS
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@zet23t
A bit of painting I did while on vacation

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I am on vacation and I only brought my smallest computer. It runs blender. Just using the mouse track point... without a mouse wheel. But I think I can manage.
I am trying to come up with something for the ongoing #raylib #gamejam. All from scratch (also the graphics). And without any bit of AI usage from my side - I typically would use copilot for inline completion, but I cancelled my subscription and decided to try going without for a change.
Well... idk why, but i made this work.
Hm. Outlines or no outlines for the tiles and their objects? What do you like more?

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So.... 2 days for figuring out why the texture binding for the vertex shader would not work and then an hour of tweaking the cloud coloring and movement. Well. Typical. But I already like the result quite a bit - it will still take considerable effort.
Finally making progress on the fog. Took days to get the texture sampling working in the vertex shader. Because I forgot how the binding works π
Low-poly moo.
While the heat is on, a day on the beach sounds inviting. (Just added new beach tiles)
I added a height value to the tiles. Now I can convert trees into bushes - and houses into small houses. Super useful!

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Breaking up the sea with some sandbanks.
0.9.804 is the version I will push to Android and to itch io. The new menu ego-camera is in as well as the new map that is still very WIP, but it starts working. I will try to add a few new map models every day.
Screenshot of the current state running on Android - it didn'twork until this morning because of a file mod time check that the Android implementation does not support (and doesn't have to). I think this is really coming together now and starts looking promising.
Adding some farmlands, which means that I should have specific levels around that, I guess?
Been thinking a lot on * How the map relates to levels * How points of interests are indicated * How it could look like when selecting map points I find this quite difficult to figure out...

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How I simplified the bridge I showed yesterday to reduce the details: I removed the crossbeams and reduced the plank count of the bridge surface. Maybe it is not much of a difference, but to me, it looks better. I can't really tell exactly why π
I think, the bridge has too much detail. Annoying, because it took me like 30 minutes to make. Maybe I can salvage something and can just reduce the level of detail....