gamedev, svgs
Decided to take some time to play around with Inkscape because I'm terrible at drawing things by hand and I want to stand out from all the pixel-shit indiedevs, though I don't plan on using SVGs for my current project or even the next one. Eventually, I would like to use them for my dream game.
It's actually pretty easy once you get the hang of it. This already looks better than anything I've drawn.
Tip: Stick with solid outlines and solid colors with maybe a bit of shading. Don't go with the whole "gummy" look unless you want your game to look like a mobile game.
@BullSchmitt @MelGibsonafter4Beers Meanwhile, statists like you think that the government actually listens to them and that the whole idea of a shadow government is just some crazy conspiracy theory.
@Indigo Go to Goodwills that are near college campuses. That's where the good stuff is. College students will dump anything they deem clutter.
@doctorsex @charliebrownau @Xeraser He's also a flat-earther.
There's some real potential for medical treatments in underwater pressurized environments, listen to the interview with the doctor who spent 100 days under water and his doctor: https://buff.ly/3Pe7fVl
SVGs seem to be much easier than hand-drawn, raster graphics while making your game stand out from all the pixel-shit indies out there, but as seen in this tutorial it can end up looking either like a shitty mobile game or that no-corporate artstyle that everyone hates.
I'm considering using SVGs for future projects because I suck at drawing (I have dexterity issues), but I want them to look like old-flash games (think Super Meat Boy, Binding of Isaac, and Alien Hominid) instead of this weird gummy aesthetic. And I have to convert them to PNGs or BMPs since SFML doesn't natively support SVGs.
@beardalaxy @ArdainianRight @GrungeQueef No. He's saying that they aren't zoomers. The cut off year for being a zoomer is 2009 in most regards. People born after that are Generation Alpha.