That sounds like a textural nightmare
@bluephoenixalex
(she/her) | Enjoyer of Yuri | Reader of manga and watcher of anime | I like to make things sometimes | Ethogirl | #1 certified Gohands hater | discord: bluephoenixalex π Website: https://alexquennelle.github.io/PortfolioSite
That sounds like a textural nightmare
The movie is pretty enough, and has good enough vibes and engaging enough action that I would still call it "pretty damn good", but the plot and characters are really weak
I wouldn't say you're wrong from reading the gayness into it, and could even be talked into it being intentional(though if it is it's poorly done), but never would I describe the show as "gay as hell" when stuff like Kill la kill exists from the same studio
And like, I've constantly heard this movie described as "gay as hell", but to be quite frank it's very much "you could read it that way, but you could also not" and the 2 leads don't have anything resembling tension basically until Galo does the punch thing and knocks Lio out of his dragon thing
The fights are excellently animated with their fusion of 3D and 2D(aside from some slightly awkward shots in the opening fight), but the stuff that's meant to tie those fights together is barely even an afterthought
Promare is absolutely stunning visually, and clearly has a lot of DNA from both Gurren and Kill la Kill, but it lacks the substance of either imo
Bleh
I woke up sick today
I will say it's a lot less gay than I had expected
Just watched Promare for the first time
Good movie, but I've got thoughts that will have to wait
player feedback should always be taken with a grain of salt though, because they're imagining an idealized version of the game that might not work in terms of game design, and might not even be fun
which is fine! it's not the player's job to be good at game design, that's your job as the game dev
One thing that doing frequent playtests on college projects has taught me is that playtesters are often very bad at identifying *what* needs to be tweaked, but are excellent at identifying that *something* needs to be tweaked
I can relate to that
I grinned once in the beginning when the weird flirting between flum and milkit was endearingly terrible, then watched the rest of the episode with a completely blank expression
The latest episode was so blatant in what it was doing I had a hard time being anything but bored
I have been surprised by this show like twice, and I have yet to be impressed. It's like an amalgamation of every genre trope done in the most predictable and bland way, with a sprinkling of baffling storytelling choices and impressively pathetic attempts at novelty
Roll Over and Die is such a terrible garbage show, but its terribleb-ness makes it watchable, and not in a "so bad it's good way" but more of a "why can't I stop watching this" way
I hope he get's nice and crispy :)
I'll just have to go to Ai-Kon with the friend who got them for me originally, and buy myself another one this summer
My Coco WHA charm got lost the other day so now every time I look at my bag and see Agott on her own I get sad
The lesbians have been separated :(
I might have to take a break and shift all my focus to the class project for a bit, but after that I think my next step is a polygon clipping algorithm, ideally one more robust than the one I was using in the rain version of this project
I think I fixed mesh loading again(hopefully(please))
Listening to a D&D actual play show while I go over Assimp's data structures and reconstitute them into my own is quite nice
Although I will say it's a bit cold right now and I didn't notice until I stood up and my hands touched each other lol
So far I've just been naively assuming every obj file I load has exactly 1 mesh, vertex colours, and nothing else
I also wasn't keeping a CPU-side copy of any of the mesh data, which would have bitten me in the ass eventually
Setting up proper mesh loading is very tedious, but I was always going to have to do it, and it's kinda therapeutic in a way
I'm so grateful for incremental builds because if I had to recompile this entire engine project every time I changed anything I might throw myself out a window lol
Live service in general *is* pretty bad, that's true
But yeah the push for photorealism and "interactive movies" especially, has done irreparable damage to the AAA scene. Nintendo are the only ones who held their ground with style through that time, so I can't hate them despite them being Nintendo
Photorealism is one of the 4 horsemen of the game development apocalypse in my opinion(the others being gacha/lootboxes, mobile gaming as a concept, and idle games)
It was super cool to have @liamberry.ca come and talk to our class about game dev/design stuff this morning! We got to see some of City of None, and I even got to play a bit
Very cool project
By "not that much" I mean like 1 drink ish(not sure what qualifies exactly but it was just a bit in the bottom of a glass)
I didn't even have that much but I definitely feel it
I'd say it feels about halfway to the flavoured vodka night back in December(4 drinks), but it's a different kind of feeling I think