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orry for the big inactivity, Not only have I been busy, I've also been sick. Definitely one of the worst weeks I've ever had. Anyway, I've come to share this drawing with you, I hope you like it!

#loli #yuri #lolicon

@tobias @mischievoustomato this is the editor for the lighting, don't wanna pull up my laptop right now to get a screenshot of what it looks like in there but imagine every light being inverted and at max brightness. i can only put down one light and if i put down any more, all of the light radiuses turn black and the area outside of them get bright.

pragmata spoiler 

when you complete all of the REM thingies in a section it totally fleshes everything out as if it were an actual room! :D

i don't give a shit what a voice actor looks like as long as they sound like the character that is being portrayed. it's a major issue when someone doesn't look the part of the character they're playing in a live action film, but otherwise who the fuck cares really?

@mischievoustomato almost 10 years lol. With Intel integrated graphics of all things, which didn't actually start getting good until recently.

@mischievoustomato I actually have no clue. It might not even be WebGL related at all that's just what I'm guessing. My laptop is running Intel integrated graphics on a 7300u so I'm assuming a dedicated gpu or a newer processor would fix it. Gonna test on my system with an 860m later.

So it seems that my old 2017 laptop doesn't support the lighting system required for my new horror game. WebGL stuff. I'm now stuck in between two options.

1) Keeping the lighting dynamic (and much easier to create) but raise the minimum required specs

2) Making all the lighting static (harder to do and weird looking if in motion) but keeping the game playable on potatoes

Anyone got some insight? I'm genuinely not sure which to go with.

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