#archived-game-design

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honest elm
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As the player progresses to the right, the lights should go from right to left

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So it fades away from him

runic wing
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thanks i really appreciate your idea :)

solemn hull
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some rim lighting on the deer would help it stand out against the background much easier @runic wing

winged dove
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What are people's thoughts on making the main character stand out, as in be me memorable? Specific facial features and such

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Do you think coloured hair is a no no? Like blue or green

dense talon
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I think it's fine to do it in any way possible, the art style in itself is more important than what specific feature makes them stick out from the rest IMO.

wise horizon
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@winged dove eh I think it's motivation and the personality and other traits that are derived from that motivation.
facial features, choice of hair/eyes color, clothing style, walking stride, pose, voice, tone, accent, behavior to strangers, that is derived from their motivations makes them stand out more and memorable.

plush trellis
cold onyx
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hey guys i have a question, im making a 2d top down game similar to gta, im trying to create the pedestrian system now and im not too sure how to go about it in order to make it look realistic, some constraints i have is that the pedestrians need to be able to collide with each other so they cannot walk through each other. Can anyone give me any advice as to how to go about this. I was using a* pathfinding for the pedestrians to reach one point to another point but they were colliding with each other and getting stuck

dense talon
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@cold onyx did you perhaps only do the pathfinding calculation once and let the pedestrians go?
Since pathfinding algorithms only work on a non changing field, if you add more pedestrians with collision you in turn change the path that the other pedestrians need to take since they become objects blocking your path.

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you need to calculate it on the fly if you want them to avoid eachother too and take it along in the calculations as blockers

cold onyx
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yeah i tried to update the path every 0.5 seconds but it was making the game stutter

dense talon
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yeah, it is probably since you want to do heavy calculations for a lot of people at the same time on the main thread

cold onyx
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So what is the solution to this problem, is it to run the calculations on a separate thread?

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im only running the calculation once every 0.5s not once for each pedestrian

dense talon
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wait. what? the pathing is only calculated for one pedestrian or are you calculating the entire pathing for every single pedestrian at once for all of them?

cold onyx
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so each pedestrian is calculating their own path every 0.5secs which is fine, The problem is when i need to update the whole grid so that other pedestrians know where other pedestrians are on the grid

dense talon
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hm...I would probably use DOTS for this, but there might be some cheese way to do this.

cold onyx
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i did use DOTS before but i still had some stuttering

dense talon
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wait, just how big of a calculation are you doing when you are checking the map? Maybe that's the one you need to limit to only calculate the ones directly around the pedestrians?

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So it only checks obstacles that are non static directly around itself, that would speed up the calculations and you can do it more often but in a smaller scale

cold onyx
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So it would be following its path and then check if there is an obstacle in front of its path? and then if there is, we update the grid again? which is what i tried before

dense talon
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Sounds more reasonable, but you probably don't need to update the entire grid if you get what I mean, you could upgrade only the surrounding area, like 10x10 around the pedestrian when they bump in to something and let the pedestrian assume the way is clear otherwise

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I mean, this really depends on how you are calculating this, if it is a mega calculation that takes up the main thread, it's not gonna work in dots or other ways, but if you make it smaller, it's for sure gonna be no problem in dots at least

cold onyx
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hmmm i didnt think about updating a small grid around the pedestrian

dense talon
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Yeah, it must be much easier, since a grid can be very large in some games, especially if it is something like a GTA clone

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Like, imagine updating the entire gta city at once every time a citizen bumped into another, must be a heck of a lot of work instead of just checking each individual citizens 10x10 when they do bump into something

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Just be careful so that you don't create pedestrians that end up in an endless loop and turn the same way both of them x)

cold onyx
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๐Ÿ˜† ok kool let me try that

dense talon
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Make them prioritize "right lane" rules or something, and you can probably do the calculations before they even bump in to each other to make it look more real.

cold onyx
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๐Ÿ‘

dense talon
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If only I spent as much time programming my own game like I hang out here chatting about making games.

cold onyx
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thanks

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lol

stray bay
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I want to have some sort of river crossing puzzle for the 13th level of my game, where the player has to cross a pit on a platform with some objects

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But I can't think of some sort of "catch" or challenge

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I can have the platform fall if it's carrying too many

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But I want some sort of puzzle to be included

dense talon
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Ever heard of Frogger?
No but seriously, we don't even know what type of game you are making, so it's very hard to discuss this based of the little information we have.

stray bay
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It's a puzzle platformer where the main mechanic is being able to control multiple entities

dense talon
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I mean, you can have teddybears flying from windows wielding kunais...but I don't know if that would fit your theme...

stray bay
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You need to collect all the coins in the level via for example stacking, building bridges or just good platforming

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i can send a few screenshots if it will help

dense talon
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I mean, the most basic things are like moving platforms, pushers, traps, activation buttons for platforms/doors...uhm...

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since it's a river it could be that you need a couple of the minions to cross on one side and then press a button for the rest to cross to the other and then they activate a button which helps the others progress and so on, like puzzles are hard to make good and will require a lot of time depending on your target audience.

stray bay
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I thought about something like needing to take a cube along with you so that you can put it on an activation button later or something

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But the platform can only carry X at one time

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IDK

dense talon
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I think, considering that your game is about controlling several minions, you should try to use that as the prime goal, it's like how Portal has the slogan "Thinking with portals" everything you do is basically with portals, so your game should try to really take advantage of the fact that you can control several beings/objects. I think of it kind of like "The Lost Vikings" if you have ever heard of that game.

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The lost Vikings is an old blizzard game where you control 3 vikings, one with a shield, one which is fast and agile and one with a sword I think it is, and they all have very specific duties, making the puzzling kind of fun.

stray bay
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I thought about that too but I can't figure out what I should do

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The player could easily just take 1 cube at a time

dense talon
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You could assign so your minions have different things they could do, like they are limited to one task per minion, might be easier to design puzzles that way.

stray bay
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All minions/players are identical

dense talon
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making it easier to make the puzzles hard to solve, otherwise it tend to be easy to abuse game functionality to cheese puzzles if you get what I mean

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Maybe you should try it more "lemmings" style then?

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I don't know, puzzles are very hard to create, and you are only on the 13th level mind you.

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There is a reason why there are so few really good puzzle games out there x)

faint cobalt
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hi, I am trying to build a stealth game and am looking for some advice. Zhe guards have a vision cone which is flat. when the guard is at the same level it looks good , but when the guard is elevated it looks stupid.
Any ideas ? i could make the camera completly top down but i dunno...

dense talon
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@faint cobalt It does not make sense to me that it's a 3D game but the enemies only see flat...I mean, how does the player know if a flat cone is on their ground level in the first place?

faint cobalt
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@dense talon well the enemies dont really see only flat and they shouldn't. They just check if the player is in front of them and in their horizontal FOV. the problem is that the representation is flat.
Right now he doesn't which sucks.

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or i just make it completly flat down, but i kinda like the 3d look

dense talon
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@faint cobalt Well, it's better than completely flat at least.

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I still think it can be hard to see if the hitbox is above you or on your level, it depends on your player camera though.

faint cobalt
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okay thanks, yeah i agree. I'm gonna try panning the camera a little less so its more top down

dense talon
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It might even be more difficult seeing if they are top down tbh, since you might be standing straight under a collision box but before you step in under it you have no way of knowing that it's actually on the second floor

faint cobalt
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that is true, but from a mechanical view it doesnt matter if the cone is at the second floor or at the bottom, u get detected either way

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@dense talon i think the best way to make it more clear would be to make the camera ortographic, but its really not as pretty

dense talon
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ooooh, so you do get detected if you are on the bottom floor and the top floor guys pans over you?

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Maybe you should make it that it portrays the area of detection on the ground instead?

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So it like makes the walkable ground in another color if its within the cone.

faint cobalt
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guess i would somehow have to make this thing which i hope im not to stupid to do

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otherwise it doesnt look as good

dense talon
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yeah, it would make it less intrusive ๐Ÿ™‚

faint cobalt
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thanks man

dense talon
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good luck

faint cobalt
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thanks, i will keep you posted ๐Ÿ™‚

winged dove
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thanks @dense talon and @wise horizon i think i'm going to stick with light brown hair and focus on her personality ๐Ÿ™‚

vernal bolt
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When you're fighting satan for a boss fight, would you want heave metal playing, or slow piano?

flat chasm
dense talon
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@vernal bolt Depends what kind of vibe you want, dark souls like to do the dramatic classical music for example. Even though the boss may be quick.

cold onyx
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I have a question. Theres this game about a demon made out of ink. Could I do that but take out the demon and make him made out of ice cream and change the story, or is that considered copying?

cold rover
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So you'd just be using the same basic gameplay elements of it? You're talking about Bendy and the Ink Machine right?

cold onyx
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Yea and no not the same gameplay elements @cold rover

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I'll have completely original story and mechanics I just want a guy made out of ice cream

cold rover
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It isn't copying but more just being inspired by the idea in my opinion

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So it should be all good

cold onyx
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But I wonder what should come first, story or mechanics?

cold rover
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Like for planning?

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For planning purposes I would suggest story first since it can often inspire mechanics. But the thing is, vice versa can be true. It depends on what your focus for the game is @cold onyx

vernal bolt
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you should always map out what the game and player want to achieve, thats what makes a good game over creating a game on the fly.

tiny pelican
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I currently make a 2d game and my platforms are just squares XD does someone have i idea how i could design them?

dense talon
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@tiny pelican Start drawing with other games as references, that's the best advice I can give really.

tiny pelican
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thank you

neat spire
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What I'm doing for my game is creating a monolith game design document in MS Word, at present it's currently 52 pages (then again my game is a much bigger game) and expanding.

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The sections of my GDD are currently laid out in Hack'n'plan as simple to-do's. I also created a small simple prototype of the game using asset store scripts which I plan on creating my own versions of when the game gets into production.

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I'll probably share my template for people to use once I've finished the GDD.

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The prototype project won't be used as the production project as the code in it is hacky at best, and downright horrible at worst (quick and dirty).

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I've also set myself a really short deadline (1 year) in my case as a way to stop procrastination and to just "get on" with it. Setting really short deadlines (for me) helps me to stop procrastinating and actually get past projects in a somewhat usable state.

cold rover
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Wow that's a whole lot of planning

dense talon
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yeeesh, 52 pages, I just fricken do it <.<;
I barely plan anything other than how my backend should look.

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If I'm in a team it's different, but since I am alone in my hobby project, I don't feel the need for the planning since I have a modular coding practice...so I don't really shut myself in a lot and feel flexible enough to not do so much planning.

cold rover
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I generally like to have a pretty solid plan because improvisation on my last few games didn't turn out all that well

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I usually do it in a team

vital shale
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hey

dense talon
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yeah, team based efforts are vastly different.

vital shale
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can i have help with an idea i had

dense talon
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just ask the question and the people who can answer will answer.

vital shale
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i had an idea where you're on a bus, in vr, that has some tv screens around the bus, and the bus is circling around a mountain, and you kind of just talk to people on the bus and mess around with stuff

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like a social vr thing

indigo geyser
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sounds like a vrchat mod?

vital shale
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?

dense talon
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basically, yeah

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is it real people you chat with or AI?

vital shale
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real

cold rover
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Ah

dense talon
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then it's basically just VR chat but in a bus?

indigo geyser
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Not to sound like a dick, but that's just vrchat in a bus

cold rover
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I think you should do ai

indigo geyser
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^^^^

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maybe add a story

cold rover
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You could create an interesting narrative with that

indigo geyser
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And circling around a mountain in a bus in vr isn't ideal for most people

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So maybe stationary

cold rover
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Maybe it goes to like bus stops

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And every time you advance the story it goes to another stop and drops off or picks up people

vital shale
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oh

dense talon
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yeah, otherwise it's just a chat with some mountains in the background.
Unless you had other plans

indigo geyser
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Do you have any experience with unity maroon ball?

vital shale
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kind of

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yes

indigo geyser
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It sounds pretty complicated

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vr games aren't easy to make on your own

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if you have many things to interact with

stray bay
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Anyone have some puzzle platformer level ideas? Looking for inspiration rn

cold rover
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So like just whatever or do you have some basic starting concept?

indigo geyser
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puzzle platformer sounds like pushing boxes

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maybe zero g to move your way around a maze?

cold rover
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Maybe everytime you jump the platforms shift (stole that from mario but whatever)

stray bay
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the game is pretty much complete but i ca fit whatever idea in

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@cold rover Wdym platforms shift

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They move?

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also i would like not to mess with gravity

cold rover
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Like there's two positions they can be in and when you jump it swaps between them

vital shale
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well a thing i wanted to do if we go to the "vrchat on a bus" is have a customizable bus option where you could place image files and stuff on the bus and set the tvs to play video files you upload

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also sorry for delay i was busy

cold rover
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It would be interesting I guess

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Idk

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Have you had previous experience with VR before @vital shale?

vital shale
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yeah

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i made an ok vr game in playcanvas

cold rover
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Idk how vr works all that well but I assume implementing multiplayer is probably kinda difficult

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What you want to do with your game is completely up to you in the end though

vital shale
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well thing is

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i def can't do this by myself

cold rover
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Yeah seems really difficult for a solo project

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Maybe think about what exactly your ideas are for it and pitch the idea somewhere to see if people would take interest

vital shale
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i have my ideas for it laid out already

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but where do i pitch the idea

cold rover
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Hm

vital shale
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thamks

midnight prawn
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Does somebody know how i can make a fighter game like mortal kombat/Smash bros? I cant find a tutorial on youtube

true furnace
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If you can't do something in 2D i think it's better start with it and not with 3D

midnight prawn
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oh

dense talon
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I don't think that's true, sometimes it is actually easier to make 3D games, especially with unity.

midnight prawn
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Oh

dense talon
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The main thing is to basically make a 3D game like any other, but you lock movement in certain axes for the characters. Then after that is all done you can just animate the characters and add skills as you would with any other hack n slash game basically. One thing that is tricky with fighting games though is the multiplayer part, you want it to be as efficient as possible if you are going online.

midnight prawn
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Yeah, but i could also do it with bots right?

dense talon
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ofc

midnight prawn
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I mean those also need to be programed

dense talon
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yep

midnight prawn
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I think i am do it easy now and just do a 2d platformer

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Just to do some basics

dense talon
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yep, just steal some simple sprite sheets and learn how to do the basics, then you just make it 3D when needed, it's basically the same thing in 2D and 3D, just a major difference in how you animated the attacks.

midnight prawn
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Yeh i found a tutorial

winged dove
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What do people think about not finding weapons as loot from monsters but in instead finding gem stones to upgrade crafted weapons? This would eliminate the constant stopping and looking at item properties in an action RPG like diablo. But it may make combat less satisfying because you aren't receiving the full result of your loot

cold rover
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@winged dove I think having super fun combat can be its own reward. I also think if you make the gems interesting enough it can be an exciting reward that helps the player reach a certain goal for their equipment
I do like the idea of being able to stick with a weapon cause you like it and not being forced to make that decision constantly to replace it for something superior in damage
It may make any quests feel more streamlined because you can focus on fighting and worry about the upgrades you've been collecting when you get back to a town or whatever.
In the end I think it can seem like the player has received more with the direction you're going

winged dove
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Thanks @cold rover i will keep going with that direction and give it a lot of testing then ๐Ÿ˜Š

fleet quartz
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Hi, may I know what is a good way of organizing dialogue trees in the designing phase?

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I am just recording it on a file which makes it quite messy

regal swan
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have you considered using a finite state machine?

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@fleet quartz

fleet quartz
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Its the first time ive heard of that

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How do I use it?

regal swan
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This explains the concept, you can apply this logic to an FSM. They work pretty well for simple dialogue systems

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it is both design and runtime as well, since its technically a design pattern

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@fleet quartz

neat spire
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I'm currently designing my game, and I'm wondering whether I should use URP or HDRP. I'd much like the features of HDRP (especially Ray Tracing, since I got an RTX GPU) but I'd also like to have the game to be as good looking and accessible as possible.

dusty breach
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When you think of each of these nasties in the context of Greek mythology or just in general, what associations do you have?

  • Spider
  • Cyclops
  • Nymph
  • Shade
    I want my enemies to speak volumes through their design and associations that the general public has around them, and so I'd love to hear any and all associations you guys have. As I've done alot of research and reading around Greek mythology so I might make some assumptions that I don't want to be making.
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What abilities/powers/advantages would you assume them to have?
How about weaknesses?

cold onyx
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I'll be honest, I'd just start reciting magic the gathering's theros block

dusty breach
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Lmao that's actually a great idea for something to look into, MTG usually does their sources/inspiration proud

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And they are great with associations and the like

cold onyx
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๐Ÿ‘

dusty breach
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Thanks!

cedar matrix
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I have a question about making a room out of one cube

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Bad example but

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On 2:00

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Dani makes a room out of 1 cube instead of 6

cedar matrix
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Never mind I figured it out

rapid talon
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@cedar matrix OMG PLEASE TELL ME

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I WANNA KNOW HOW TO MAKE ROOMS WITHOUT HAVING TO DO THIS

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pls someone help me

near ridge
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I'm making a TBS game, and each character has 4 stats(the fourth is omitted here as it's irrelevant). I'm thinking that the game wouldn't have that much fighting, but more scouting, hunting, and finding the shortest route to a certain objective, and a mechanic that MIGHT Encourage that is people getting pushed back based on how hard a character was hit. I'm wondering what these three stats would be> I know about the main themes behind them, but if they should ALSO be other means of attacking someone or not, THEY ARE...

arms- More attack power, more energy needed to act.
legs- more movement, gets pushed farther
Torso- more health, more energy needed to heal
-or-
Arms- less energy to grab, Less energy to get grabbed. Stat for attacks if the highest. 1st used
Legs- more movement, gets pushed farther. Stat for attacks if the highest. 2nd used.
Torso- more health, more energy needed to heal. last used for attacks if the other two are lower

What do think? one or two?
The first would imply an armless person can open doors quickly, but yet NOT be able to attack someone
the second's not able to interact with anything, but yet can kick.... And not be able to get grabbed.
Either way, he's STILL unable to use tools, but can carry them for others.

cold rover
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@near ridge this is all a very strange concept. I think I like the second idea better. It seems like that with something like the legs or the torso attacking they should be weaker attacks than the arms.
But it's really hard for me to say for sure about this because purely by description it's kinda hard to understand what exactly you're doing
I do like it because it sounds rather unique.
Anyways those are just my 2 cents, cool artwork

near ridge
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That's what I like about the 2nd. It feels a bit more realistic than the first, and let's say kicking or chest pounding still deal the same amount of damage as punching, but someone with arms has the potential to deal more damage because they can use weapons.

cold rover
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Ah

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I can't really tell for sure but it seems to me like every stat has some sort of drawback

near ridge
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Yep, pretty much.

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I was thinking arms for the first option would be attack power

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But yet would need to more energy to deal a blow... or interact with objects.

cold rover
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So is this like some weird thing with the stats where increasing one increases like the mass of that part? So the player would need more energy to swing because of how massive their arms are?

near ridge
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Pretty much, really.

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But the main reason for the dilemma would be the fact that it would just be.... bizarre for an armless person to activate switches and open doors in the quickest manner possible(0 energy to do so).

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But the thing I'm thing I'm not a fan of for the second is the fact that everything is a bit more complicated if we make attack power just grip... And everybody has a means to attack.

cold rover
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Well based off your description of the game's mechanics, ditching arms and going pure legs would make you weaker than the people with arms and weapons but faster. For some people's style this might be an advantage

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But would still give them a chance to fight

near ridge
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Unlike the first, where attack, speed, and health are in their own compartments.

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And that's what got into this dilemna, as well, the fact it just look bizarre for a guy with 100SPD, 100HP, and 0 ATK to not be able to attack.

cold rover
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The strangest thing about the second one is that you can attack with your torso

near ridge
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Smashing people with your chest.

cold rover
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That's terrifying

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You can literally be a walking hammer

near ridge
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Yep! With your health higher than your grip and speed.

cold rover
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Ok now that I figured out what TBS means I can make sense of this a bit more

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This is a really cool concept

near ridge
cold rover
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Oh my

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But I'm also imagining someone with pure arms and torso. Would they be able to walk with their arms?

near ridge
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Not part of the plan, BUT...

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And also thinking prosthetics and a "landship" as well to augment these characters as well

cold rover
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Wow

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So two characters could literally be built to be like one being

near ridge
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Yep! Like a rider and steed!

cold rover
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That is incredible

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Keep up the good work

near ridge
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Gracias!! And could be two means as well.

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The rider's attack and the mount's.

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And taken characters with 0 grip couldn't get grabbed by their enemies.

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Or at least would need all their energy to do so.

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Think a bear hug.

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His rider will be able to fire down with out getting pinned down by someone!

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HOWEVER....

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They both are gonna take damage from 1 attack.

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And the mount's probably doing this at a reduced speed.

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And kicking ability.

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Based on how heavy(based on Health) the rider is.

cold rover
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Interesting

near ridge
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You may think an armless person a scout, a tank, a getaway, a porter, and anti-range, but not a thief like what the first would imply.

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Taken now we're implying they couldn't interact with objects or putting them on to save their life.

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Or at least efficiently.

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But at least couldn't get pinned down.

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Or if someone loads them up with the good for a run.

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It'll take a lot of effort to intercept and steal the goods back.

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Only for them to PROBABLY get stopped by a door.

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Which they would need to enter a code to open.

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Or probably just kick it down. They have thunderous thighs, but it'll take a lot of energy to instigate it.

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Or perhaps pound it down with their chest?๐Ÿค”

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Either way, @cold rover, your thoughts?

cold rover
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Sorry I'm a bit late on replying @near ridge, but yeah it really fits for them to be a scout type thing or as a mount. Their weakness of using tools is alright for what advantages they do get. Doors definitely gives them an interesting weakness. I think they also wouldn't be able to enter a code due to the lack of arms so I like the idea that they break it down with their strongest body part.
Probably the hardest part of all of this is to balance them enough for these kinds of builds

near ridge
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For sure, balancing such builds would be a ballbuster, but I bet it'll be worth it, and let's say, to open a door or enter a code, it'll take all their energy, if need be(with their foot or nose).

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Or just bashing their head on the panel.

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Either way, I'll keep you posted on how this shit goes.

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Also, even if they couldn't, say, craft tools, as well, at least they can kick shit to people.

cold rover
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Yeah those are good ideas

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Yeah I'd love to see how this turns out

near ridge
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For certain! And yet, someone would need to don some armor on them.

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And it'll be a blast, for certain.

neat spire
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When you think of each of these nasties in the context of Greek mythology or just in general, what associations do you have?

  • Spider
  • Cyclops
  • Nymph
  • Shade
    I want my enemies to speak volumes through their design and associations that the general public has around them, and so I'd love to hear any and all associations you guys have. As I've done alot of research and reading around Greek mythology so I might make some assumptions that I don't want to be making.
    @dusty breach When I think Spider, I usually think of giant spiders (like Skyrim's spiders)
    Cyclops, I usually think giant one eyed demon
    Nympth, I don't know since I read more Greek history than Mythology
    Shade, I usually think a specific type of ghost that has been corrupted by an evil person (or demon)

Honestly though, you make these creatures what you feel makes most sense for your game, for example in Skyrim, Giants are docile creatures unless you get too close to them (i.e. they're territorial)

near ridge
#

If nymph, think a woman turning into a tree if you get closer.

neat spire
#

Best thing to do though would be to "break the meta" so to speak. I.e. Instead of having your antagonist being purely evil, explain why he is considered "evil" and how he (or she) may think they're doing the world a service. In real life, everyone is the good guy in their own story, even if their actions are otherwise reprehensible. Knowing that can be a very powerful game design "tool" which can help make stories feel more alive.

near ridge
#

Like a terrorist undermining world governments, causing an entire war to cause people to riot and overthrow orders to ripen the world for a demonic invasion.
SOMEONE would have to stand against him and lead the world out of the damn turmoil.... And show who the real enemy is.

cold rover
#

I think a shade could more be a person who was wrongfully killed, someone with many regrets and doubts, or an angry spirit. They aren't necessarily evil they just carry with them the burdens of their lives in the afterlife.
They could be frustrated and take it out on all living things around them
Idk anything about them in the concept of greek mythology though

#

I think of a nymph more as a temptress of the gods and as tricksters or jokers

near ridge
#

That too.

dense talon
#

I mean, if you guys really want the proper greek mythology, then you have wikipedia, it's full of detailed information regarding this. <.<;

#

This one is also very good and uses the more common terms for the monsters.

#

https://en.wikipedia.org/wiki/List_of_Greek_mythological_creatures
https://greekgodsandgoddesses.net/creatures/
Both of these are a pretty good resource for detailed information, the later is a bit more casual reading and does not require you to know a lot of tribal names however.

A host of legendary creatures, animals and mythic humanoids occur in ancient Greek mythology.

cold rover
#

Oh cool

#

I do want to get into mythology inspired stuff

#

Probably like slavic mythology or something

cedar matrix
#

@rapid talon there is a plug-in called pro builder or somethingg

#

Search it up

rapid talon
#

ty

#

does it work in unity 2018.3.11f1

#

nvm i think it does

weary thicket
#

@near ridge That is almost certainly someone's fetish ๐Ÿ˜„

near ridge
#

Oh I know. Everything is, but I'm still going for it! Other than that, anything else, @weary thicket?

weary thicket
#

Well, the idea seems mostly armless ๐Ÿ˜„

near ridge
#

WOAH!

#

||'armless||

spare minnow
#

Hello, "Text mesh Pro" asset has been removed from Asset Store. I couldn't find it in the "window" section of Unity. :( Can you send me?

#

I don't know where to write the question.

near ridge
#

Now THAT....

#

Is a package for you to download from the "package manager," @spare minnow.

spare minnow
#

There is no package manager in the version of unity I use.

near ridge
#

What're you using?

spare minnow
#

For now, unity 5. (I will upgrade to the 2019 version later.) (This version is required for the current project)

near ridge
#

If you need to stay on 5, then you might have to scour around the internet for a TMPro package, or import it from a previous project where you used it if that's the case.

spare minnow
#

Yeah, I'm looking for that too. (But I couldn't find a working one.)

dense talon
#

Unity 5, isn't that like pre 2017?

near ridge
#

Yep.

#

BEFORE 2017

#

In the deepest darkest part of the new 10's.

#

A TRULY stone(d) age.

cold onyx
undone scroll
#

hello i'm working on an anime based fps, does anyone know where i can find shaders or textures similar to this?

dark sinew
#

I don't know if this fits here, but Is there any way I can convert multiple fbx files to prefabs (already everything scaled)?

weary thicket
#

@dark sinew I'd ask in #๐Ÿ”€โ”ƒart-asset-workflow, we have some artists in there. Maybe specify which program you're using, too, because Unity treats different software exported FBXs differently by default. (Scale and rotation wise)

wraith belfry
#

Yo yo, does anyone know a way to set a linear direction for a prefab to be placed in Polybrush? I'm trying to place trees on a hilly area, and it just turns out weird looking when I paint them on a sloped area

regal swan
#

@undone scroll im pretty sure thats a drawing and not 3d. you would need to create that yourself probably

rapid talon
#

how do i get the shader flow chart editor thing?

regal swan
rapid talon
#

ty

green tree
#

Is it hard to draw in "octopath traveler" pixel art style? I really want to learn it, but it seems to be very retro and detailed af... Any ways or videos?

dense talon
#

@green tree That shit is glorious, it takes a lot of time and effort. Just look at Owlboy, that games I think talked a lot about their art too.

green tree
#

@dense talonlooks real nice, but i liked octopath traveler more cuz of its retro style

dense talon
#

The only thing with octopath is that it's standard pixel art with a bunch of shaders.

#

Like SNES style

cold onyx
#

hey guys

#

im working on my first horror game

#

it's a multiplayer game where you and 7 other players need to survive for 8 minutes in random maps while a npc hunts each player down

#

however

#

i'll need some advice on what you personally think is creepier

#

with eyes or without

#

just a concept, i'll remake the image later

#

and yes, that's a cat

frank ivy
#

I'm sorry, but it doesn't look creepy for me

marsh pebble
#

i cant tell what it is, or what the difference is between the two images

frank ivy
#

I guess it's because of it's shape?

marsh pebble
#

not enough definition of its features

frank ivy
#

looks like a doll-cat in ol' lady's fur coat

shut sequoia
#

Im trying to use the FirstPersonController from standard assets and every time I try to load it it tells me there is something wrong with the script, or Unity cannot load the asset

near ridge
#

Eyes than no.

rapid talon
weary thicket
#

@cold onyx Both versions look way too adorable.

#

I mean, they are less creepy looking than the cats movie characters. ๐Ÿ˜„

#

@rapid talon Define 'ok'?

rapid talon
#

having a shit ton of objects

#

is it okay

#

to have that many

weary thicket
#

I dunno, I guess it depends on your requirements. I have characters with more objects than that.

cold onyx
#

nvm i got it i think

potent spade
#

Hi everyone, hope you are having a great day. I need someone to make me low poly 3d model(character in free)

cold onyx
#

I thought with eyes was creepier

#

@cold onyx with eyes is creepier

#

I imagine in a dark room it'd be scary... floating around after you

#

good luck!

cold rover
#

@potent spade there's probably stuff like that free in the unity asset store

dense talon
#

@potent spade not many people will help you make stuff for free...like ever, in your life.
Exposure or not. It's quicker to just learn how to do it yourself nowadays :p

shut plover
#

does anybody know why when i hit play

#

the character disappears

dense talon
#

@shut plover Does it disappear from the gameobject hierarchy?

#

Might be some layer problems, might be that you move the player somewhere or might be that you change the sprite in an animation of some sort to the wrong value...can be many things.

shut plover
deft patio
#

So guys. Making an editor for math expression, for damage formula n stuff. Pls give feedback on my approach here

#

It has to be fast, and no parsing

Its all contained in a List<MathEntity> for the whole formula steps

Class MathEntity{
MathEnum step;
Float value;
StatEnum statFetch;
}
MathEnum {Add, Mul, Abs, Pow}
StatFetch {Strength, Intel, WeaponAttack, Index}

#

Nvm ill delete n continue later. On phone..

But basically the key innovation here is the Index enum, which simply takes the value of the step in a previous index

wheat epoch
#

Generally speaking, making freeware/open source clones of really old games (assuming the person creates all of their own assets) is very unlikely to draw legal action, right? Specifically, I kinda wanna make some clones of old Commodore 64 games, but a lot of those were made by currently extant companies like Electronic Arts.

I think that cloning those old games would be a great way to practice, but I'm definitely going to want to share any I complete, and I just wanna get a general idea of how cautious I should be.

#

If anyone knows of some reliable documentation on this topic, I'd like to read it. I looked at the Wiki entry for game cloning and the answer is basically 'it kind of depends.'

winged dove
#

@deft patio that seems like complicating things when you could just use one function for each formula you want to create?

deft patio
#

This is for editor design time

#

And it's not only for damage. Maybe fireball's projectile speed takes in Firemastery too? Then it can use this

proven forum
#

Morning everyone, I have a quick question. I've added a set of animated and rigged hands to my player in my game, but I want these disabled until my character picks up a weapon. The script I made works well, except for the camera has some strange issue. I'm curious if you guys have seen this before because it's really so weird:

#

This is the camera before picking up the gun

#

And here is after

#

You can see the arms and gun in the center of the camera, which is how I know that portion of the script worked, but I'm just so confused what this is for the camera, when I go to scene view the position of the camera hasn't changed at all, so I don't know why the angle looks like this, I'm not zoomed in at all on this screenshot.

#

This is the script I attached to the weapon on the ground that you pick up:

#

"juanInHands" refers to the gun in the hands of the player.

#

Okay turns out im disabled and just figured it out

#

actually

#

my friend nico figured it out

#

im disabled there was a extra camera about 3.9 clicks out of the scene

cold onyx
#

anyone know how can I make a cockpit?

#

not sure if right channel

brazen storm
#

im making a vr game
anybody got ideas about a cool game mechanic i could add that would make it different from all the other vr games?
feel free to dm me with suggestions

vital yoke
#

So what do you guys do to solve aspect ratio issues in your 2d games?

#

For example when my camera changes shape/size my background does not do the same

cold onyx
wise horizon
#

okay I made this hexagon holographic style map.
but it looks ugly as af.
any pointers to give me?

solar dagger
#

How do I change the primary background color

rotund pier
#

Anyone know what program / software i should use when making indoor / building assets for a 3d game - I'm really new to Unity so if im being stupid please just tell me. Thanks in advance

low root
#

Making 3d assets i think most people use Blender... youtube it lots of info on it

cold onyx
#

...

#

its about a little boy who falls down a hole and you collect rocks and sticks which you use to survive by throwing them at bats

#

and its a 2d platformer

#

O

#

Ok

#

kinda like spelunky

#

There are videos on 2D platformers

#

Just follow them then input your own things later

#

but there not good

#

Like

#

O

#

brackeys uses a 2d kit

#

First make the map

#

Then worry about the other stuff later

dusk sable
#

Starting with just a flat landscape might be easier

cold onyx
#

I think doing a 3d project is better bc I knew alot more todo with 3d

#

guys?!

cold onyx
#

i need new ideas for my game any help?

#

new game

#

HEELP?

cold onyx
#

ok

#

what do you need? an idea for a game, ideas to add to your game?

hazy glen
#

I have created a simple low poly map, but it's square and doesn't look good - you can see that there is nothing on the edge. I don't want to draw something fancy to fix that, it would take much processing power for nothing. What should I do to make it look good?

I have an idea to make it an island, but I don't know how to make the ocean horizon effect without using much processing power. Anyone knows how to do that?

misty quiver
#

Trying to make a projectile particle system that looks like...

#

this

#

this is what I have now. new to particles, not sure how to make the desired effect

austere sparrow
#

Heard itโ€™s really good

cold onyx
#

please rate this short clip out of 10

#

it would greatly help us

#

and please let me know any feed back other than

the texture of the glass looks off

cold onyx
#

Door texture has issues

#

Door model is weaksauce

#

Nightstand model/texture are weaksauce

#

the main frame or the handle

#

Both

#

Mainly the handle assembly though

#

Same issue with the shower handle

#

yeah the cubes suck

#

You need trim on the surfaces where wall, floor meet

vernal bolt
#

No tooltips on how to use things, Windows are not realistic. Bed is Massive, Realtime lighting will ruin everyones PC who plays it

cold onyx
#

frosted glass texture is alright

#

strangely looks like gamma lighting instead of linear

#

lights on ceiling are decent

#

bed material has too high of a normal value and should utilize a different texture

#

isnt a king sized bed supposed to be massive?

#

obviously you need to fill the space more

#

ok thanks man

#

will do

#

The bed size is too big for the room, its scale itself is fine

#

thank you for feed back

#

when you look out the window, better sky HDRI would be nice

dense talon
#

To be fair, the bed in my bedroom is too big for the room too.

cold onyx
#

Something blue and green

#

big primary colors

tough basalt
#

Awesome job, sk3tch. You did this? All of this? Yourself?

cold onyx
#

no way man

#

5 people

2 modelers
1 programmer
1 sound designer
1 story writer

#

the layout of the rooms is good, and you did well by creating elevation variation in the ceiling

tough basalt
#

OK.

cold onyx
#

thank you so much

tough basalt
#

10 / 10.

cold onyx
#

Also your dark gray rug is nice

#

wow thats generous

#

and floor texture is decent

#

oh thanks

#

if you dont mind can you sum up everything in one text

#

material around TV texture is messed up

#

no, lol

#

Actually sure

#

"Better than a poke in the eye with a sharp stick"

#

ouch

#

+2 charisma for also having the name Sketch though

#

yea i was about to mention that

#

what are the odds

#

mine's short for sketchup

#

what do you use to model?

#

blender

#

i used blender

#

idk what the other guy used

#

i made the sofa and the bed

#

also the door handles i made but then that was later changed due to animations reasons into a block

#

also made the shower glass also modelled a couple of stuff like the shower head

#

you did a good job with the sofa

#

the vid didnt show it much

#

did you make those pillows yourself?

#

pillows i gotta hand it to the other guy

#

the back pillows i made

#

the fore ground ones no

#

rip

#

yea

#

i really liked the pillows too

fluid condor
#

Looking for some ideas here, I have some procedurally generated models (inside unity) i want to render a preview of each for selection. I'm interested to hear how people would do it? They should all display at the same time.

tulip tree
#

I'm having a issue designing the world for my game because of it's unique way of doing the gameplay

#

more how the screens and transtions works

wheat epoch
#

.
Designing a game is a lot like being a writer, in that you end up looking for answers to very suspicious and oddly specific questions

Question I just asked my gun-nut dad: "When you pistol-whip somebody, do you hold the gun any particular way or do you just hold it like normal and beat them with it?"

forest garden
#

I'll Do Pixel Art GAMES!

brazen storm
#

terraria nice

timid grove
#

Lol

supple saffron
split yoke
#

Yes. Change the grid size or decrease the pixel per unit of the sprite tiles @supple saffron

supple saffron
#

yeah that worked thx @split yoke

olive wyvern
#

Does anybody know how to fix your shader mine isnโ€™t going onto the material

glass flax
#

Anyone got some template they can suggest for a 2d platformer game design?

cold onyx
#

@glass flax theres one in the asset store i think

#

fo free

glass flax
#

@cold onyx Cool I'll check it out. Thanks

shrewd thunder
#

anyone up for a little brainstorming regarding abilities?

cold onyx
#

@shrewd thunder sure hmu in dm

vernal bolt
#

How can i make this more.... Realistic? I have a tunnel but i dont want the player to go in there, so atm its just a black plane signifying its pitch black in there

grand skiff
#

@vernal bolt Add some light probes in there, better brick texture. Depends on if you mean realistic look, or practicality.

vernal bolt
#

i tiled the concrete texture and turned off the metalic slider so its pitch black now, works well

ripe rapids
#

can someone give me an idea for a 2.5d survival game?

#

h

#

ello?

olive wyvern
#

How does one make a skybox(sorry Iโ€™m kinda new to game design)

brazen imp
#

Hey, Unity community! Is anyone available to help my friend with his college assignment? Heโ€™s trying to get a lever to open a door, but he keeps getting error messages. He can screen share to show/explain what heโ€™s seeing.

sinful aspen
#

Hello everyone! I have a base game with a placeholder name of Exploration. You can walk, drive, or fly to do things and go places. It is a lowpoly style game. Right now I am really lost on what I should do. I am mainly looking for ideas on things that you guys think would be cool to do. Some ideas that I have gotten myself have been a survival game, economy game (Go around collect resources, make things, sell things), or a battle royale.

analog stirrup
#

hi umm is anyone there

shrewd thunder
near ridge
#

So I made it the "third" stat for humans is "grip," and this allows them to grab, use items, and interact with objects. I want to make it Chimera are unable to use items, like armless humans. They're animal people, and I'm planning their abilities to be based off of the animal parts they inherited. Name me some animal parts and what they can do with them. SO FAR, I have...
Claw swipe, to hit multiple people
Bite, to pin people down, clamping down on them if need be. Similar to grab, but without the ability to use objects.
Flying, to go across the map
Horns, to ram people in a line.

#

And go for it, @shrewd thunder.

odd sluice
#

@Cotton#6601 I can help your bud! Dm me!

cold onyx
#

Hi there

#

I'm having an issue with a asset i bought where everything is pink ;P

#

are you using the default render pipeline?

#

How would i check that? Sorry,im very new to unity

#

no problem

#

Go to Edit > Project Settings > Graphics

And whats in the "Scriptable Render Pipeline Settings"

#

it says none

#

well it says "None {Render Pipeline Asset}"

#

okay hm

#

even in the non demo scene, it doesnt work

#

Made a new project, still shows up as pink

slender swallow
#

how can i make it better

#

a mining drone

cold onyx
#

are there any good resources someone can recommend on balancing tower defense games? ive read a couple things and always looking for more

gusty ice
#

Hey, can anyone give me a tutorial or something to learn how to do this kind of lightning (karlson game one)
The blue/orange lights please
๐Ÿ˜‰

twin cliff
#

@gusty ice I don't have any specific tutorials but look up emissive material and post processing. That's usually how I do glowy lights anyway

gusty ice
#

Thanks

merry stag
#

hi, how do i know that a level that im making in unity 2d will fit on any screen without other screens being able to see out of bounds?

#

ik the question maybe sounds dumb, but afterall i am new at this...

dense talon
#

@merry stag Anchor GUI elements to screen corners so they can adapt to the screen sizes, and make sure the camera can handle multiple aspect ratios (4:3 though 16:9 at least, or 3:4 though 9:16 depending on screen orientation). Change the game view size and aspect ratio frequently while developing to make sure it continues to work on all screen sizes. Also make your GUI resolution-independent, so high-dpi screens don't get stuck with tiny GUI elements.
In short, it's not easy.

#

PixelPerfect camera makes it a bit easier in 2D

merry stag
#

right, thx for the help!

wild sandal
#

quick question

#

how do I import Quake 3 mobility into the unity FPS project?

#

would I need a seperate quake model and aniumation rig for it to work?

#

I'm just trying to make a simple hoard shooter game, I just don't know how to start all that well

#

In the mean time, I'll be working on the room adding tutorial

dense talon
#

@wild sandal There are plenty of tutorials where people make quick FPS character controls. Quake is one of the more basic and straightforward ones and can be coded completely from scratch relatively easily ๐Ÿ™‚

#

I have never heard of anyone "importing" them though.

wild sandal
#

huh.

#

just thought it was easier

dense talon
#

Wait, you don't code?

wild sandal
#

mind you, this is my first time getting into anything new. any tutorials you'd recomend to a guy whos brand spankin new?

#

i got unity because everyone says its easier than from scratch

dense talon
#

Well, going into any kind of development, you kind of need to understand simple code at least.
Even roblox uses a script system ^^;

wild sandal
#

I see

dense talon
#

unity is easy, if you know how to use the unity scripts in C#, if you don't you have to rely on a lot of other peoples code and it may not be what you really want

wild sandal
#

so i need an intro on C#?

#

gotcha

dense talon
#

but there are some character controllers on the asset market you could use.
But I would for sure recommend learning how to code a bit before starting coding games, it helps A LOT.

wild sandal
#

okay.

dense talon
#

Just understanding the basics of logic scripting is very helpful when watching these tutorials.
There are very few games that actually don't have custom scripts in them.

#

You could on the other hand just hire a programmer :p

wild sandal
#

I could

#

But like, I know jack squat about 3d modeling too..

dense talon
#

Neither do I, but it depends what you want to do, MagicaVoxel is splendid and free for people who want to just make some blocky pixel art characters in 3D, helps me a lot ^^;

wild sandal
#

I just wanna make a game. would it be wiser to do a design doc. if so, what would be a good template?

dense talon
#

I mean, you could learn unity from the unity tutorials, they give you assets and everything

#

and you might pick up some coding along the way

#
Unity Learn

Unity Learn provides award-winning free tutorials, sample projects, and full courses for mastering real-time 3D development skills with Unity Learn to make video games, VR, AR, and more.

swift smelt
#

Hey guys, Im not too sure where I should really be asking this question, Im REALLY new to Unity

#

But I have had a 3D environment made within Unity and its been sent to me as a Unity Package, Ive imported the package but Im not sure how to load the environment.

umbral cliff
#

hey guys

#

i need help, someone dm me plz

dense talon
#

Who would DM someone and giving advice when they don't even know the subject of matter? ๐Ÿ˜„

gusty ice
#

๐Ÿ˜‚

cold onyx
#

What art programs would be great for 2D pixal art

#

I'm using Krita rn

cold onyx
vernal bolt
#

How can i make this boss room more "exciting" but not block player / boss movement in the process?

#

@cold onyx asperite on steam 100% its paid for, but really good.

dense talon
#

@vernal bolt What you could do is create depth in the walls, so instead of just having straight up walls, it could be an iron fence blocking the player to move out and behind it you create a more dynamic backdrop. It will make the room feel bigger even though it isn't.

vernal bolt
#

@dense talon thats a good idea!

dense talon
#

Also, you could make the environment change height, but that can cause a lot of bugs and weird shit to happen, like moving walls and such

#

or pillars moving places.

shrewd thunder
#

@vernal bolt create differently shaped pillars, different lighting in different areas and maybe make a lava flowing beneath a cage structure

#

basically break up the symmetry a lot

vernal bolt
#

Ill work on it through the week and ill post a new picture / video of it when i feel like illl need more feedback @dense talon @shrewd thunder

shrewd thunder
brisk sequoia
#

this is the first time im trying unity ๐Ÿ™‚

cold onyx
#

Thank you for the advice!๐Ÿ˜Š

olive wyvern
#

What is good about unity 2020.1

pseudo lichen
#

So I'm working on a multi-choice sim type game. The character is allowed to move around from room to room and talk to people and what not. Should I have a state variable for my character? Where 0 is when freely moving around, 1 = in conversation, 2 = doing something else, etc.

gusty ice
#

Hey!!! Does anyone uses blender for the 3D models, because i'm using a color palette png to the UV but it only creates one material and I want that only one of the colors have post processing, is there any way to do this?

dense talon
#

@pseudo lichen You will probably end up with several state machines tbh, but yes, game state is a very commonly used one, used to lock the controls in place when in a cut scene and so on.

#

Or even change control scheme when in a conversation compared to moving about so you can use the same interact button for continue for example

gusty ice
#

Thanks

pseudo lichen
#

Ive watched a lot of tutorials and none of them ever use state variables.

vernal bolt
dense talon
#

@pseudo lichen a lot of games in the world are also riddled with bugs. Doesn't mean you should follow that example.

still estuary
#

idk if this is the right text channel to ask for this, but are there simple ways to improve the performance of a 2D game

dense talon
#

Depends what you are doing to slow it down. @still estuary

#

DOTS can help you make certain calculations and actions run on multi-core.
Some spawning game objects can be rough, so it can be best to use a storage for them and just move them into the screen when you need them and have them leave the screen and disable them when they are not needed.

still estuary
#

thx

vital jackal
#

hi,
I'm making a chess game for practice but I intend to release it, I've created the art for the project myself, but it is still chess, so, where could I check about copyright infringement? I'm assuming there is no problem, but how do I search if there is?
I don't know if this is the right place to ask, if it isn't please tell me where could I go

hot mesa
#

how do you access probuilder from unity 19.4.4?

sturdy jewel
#

Pretty sure this can go here. Iโ€™m pretty new to Unity and I was watching one of Daniโ€™s Karlson videos, and I saw him turn a normal cube to this

#

So Iโ€™m having trouble figuring out how to make a cube like this. If you know how to, you can DM me or do @sturdy jewel Thanks!

ornate nebula
#

I also want to know this

orchid granite
#

@sturdy jewel @ornate nebula create a cube in blender and then invert the normals (normals need to face 'into' the cube)

ornate nebula
#

Any other way which doesn't involve blender

orchid granite
#

Unity's probuilder, create a cube, invert the normals

smoky nova
#

A shader with culling reversed will also do same trick

clever ivy
#

@sturdy jewel i think he used pro builder

#

aight so i'm having a problem. I've attached a gameobject to my main camera. in this game object is a simple cube. When I look up and down, the cube stretches out weirdly and I have no idea how to fix this

hearty fern
#

Letโ€™s make a big team and make an app!So there is a on going project Assistbot, the application will be like a chat with a bot that knows everything (no gulag command) for example the user will type the bot: what is the most high mountain and the bot in a matter of second will answer . Finding the questions answer on the internet and taking the shortest thing out and if possible sending the link it can also send pictures videos and answer to 100 000 000 388questions.

mystic stratus
#

ok

clever ivy
#

oh ok

cold onyx
#

I planned to be a game designer when I was 10 ys but then didn't take computer science.

normal heron
#

@hearty fern the idea itself is good, but this already exists without having to make/download an app.
Its called google ๐Ÿ˜„

hearty fern
#

But this model is more convenient

normal heron
#

i dont understand how
you have to download something, and everytime you want to use it you have to open it, type your question, wait for it to fetch from google and then you see the result from google
just typing it into google is faster, especially if you use gesture controls on your phone. all i do is swipe up anywhere on my screen, type my question, done

#

and the way google displays an answer for questions that have a definite answer, doesn't need improvement imo

#

and taking the shortest
the shortest also isn't always the best answer, especially if the question is more complicated than "whats the highest mountain"

loud turtle
#

One question guys?

#

I am creating my own character and dont have Photoshop with these individual Tiles (Arms, Legs ...) and want to use a png. File. But the problem is in sprite editor i cant combine the body parts with each other, how do i do that?

#

(I separated the body parts in the png. File

#

)

cold onyx
#

hi guys, quick question:

I just started implementing LOD levels in my game, let's take something like grass for example that doesn't really need any more than LOD0 then Cull, if my textures are 4K is it good for performance if I duplicate the mesh for LOD1 and assign a material that DOESNT use a 4K texture so it transitions to a lower res texture too?

(i'm planning to add more LOD levels to other models, was just wondering if the material used would make a difference)

cold onyx
#

Also:
I have code that lerps some colors, hows that effected by LOD levels? doesnt each LOD have it's own material instance? or will the code work on all LODs simultaneously, and the renderer of each is just enabled / disabled by the LOD group?
or does it literally enable / disable the LOD objects?

cold onyx
#

Can someone help me make a game

deep sandal
#

Also:
I have code that lerps some colors, hows that effected by LOD levels? doesnt each LOD have it's own material instance? or will the code work on all LODs simultaneously, and the renderer of each is just enabled / disabled by the LOD group?
or does it literally enable / disable the LOD objects?
@cold onyx

I think lod only changes render model and material if you have it chanegeing colors then its still gonna work

finite jackal
#

Hi, not sure if this is the right place to be asking, but I'm attempting to make a metroidvania style 2D platformer, and I've run into a dilemma; I have a single player object with a cinemachine camera & bounds, working just fine, but when the player enters a new room, I am unsure of the best way to implement the camera confiner (bounds) for each new room, as depending on the size of the room each one should be different. As my player is one prefab with the camera attached, I'm not sure what the best approach would be. Any advice is appreciated.

finite jackal
#

Nvm, got it figured out lol.

midnight trellis
#

Okay

viscid sonnet
#

Hello. ๐Ÿ™‚ Quick question. Is it possible to bake a nav-mesh on, say, the ceiling? Or a wall?

boreal siren
#

@viscid sonnet Maybe if you use the new NavMesh system (https://www.youtube.com/watch?v=CHV1ymlw-P8). There is an option to bake based on colliders I believe, not 100% though and also have never used it. But maybe it helps you out. (could also be there in the old system but don't know)

plush flicker
#

Wow this channel so ded

shadow gull
#

would this be the right channel to ask why my camera looks one way on one computer, but cloning the repo to another computer it looks off? even though comparing the values of both computers,the transform and camera components, the values are identical?

plush flicker
#

Hey guys, I need your help. Who here fancies themselves "good" at VR game design (just the design) with good ideas? With COVID19 locking us out of all the "fun" outside we are unable to visit and feed Llamas at the zoo this year for my wife's birthday early August. I would like to commission a VR game for the Oculus Quest (via Fiverr, but if you have suggestions please lmk) where you can pet and feed Alpacas and Llamas in a field or farm or some other beautiful "cutesy" environment (cartoony).

Features list so far:

* Oculus Quest Sidequest sideloaded, v19 (current) Update compatible
* 2 Animals required minimum - Alpaca, Llama, [Maybe 1 more Animal?]
* Hand Tracking used AND Oculus Touch controller
* Interaction with animals: Petting, Feeding
* A "Happy Birthday!" message somewhere clever?  A way to make this game "feel" like it's my wife's birthday game?

Anything else you guys can think of that I'm missing before I contact someone on fiverr?

viscid sonnet
#

Thanks Drissy. ๐Ÿ˜‰

cold onyx
#

Please! Who can say how to make camera "look left" or right pose by holding Key on keyboard?

#

Sorry for my english again))

#

I need it so much!

heavy snow
#

This shouldn't be in this channel @cold onyx

cold onyx
#

In which channel i need to post it?

#

@heavy snow

heavy snow
plush flicker
#

@heavy snow really?

heavy snow
#

@plush flicker lol are you accusing me of stealing your name haha

plush flicker
#

@heavy snow lol are you accusing you of stealing my name haha

heavy snow
#

Seen so many silvers on discord that I'm heavily considering changing my name at this point

#

xD

plush flicker
#

๐Ÿ˜„

#

My full name is Sylvester, so it's a real thing

#

Some Russian dude with a T9 input Nokia phone back in the day didn't want to use all the characters in my name, nor could he possibly fathom the spelling, so my name got changed.

heavy snow
#

That's quite the origin story - I just chose silver because it sounded cool. I was 10 xP

plush flicker
#

I was 16. I still remember "Boris" stepping into the backseat as he was taking down my name and number.

#

No idea where this dude is now

#

I just started adding things to the front of the name for handles...

#

Made a fire mage (Bright Wizard if you know Warhammer) in an MMO, so I called him Flamesilver, and then all of a sudden thousands of people in an MMO feared the name.

#

I commanded zerg armies and wrecked havoc on my MMO server. There were many forum posts and even "Downfall" memes made in my name, when memes were still a new thing.

heavy snow
#

Well, I guess you can claim more of a connection the name than I can then

#

There we go

plush flicker
#

Nah. Silver's just my real name. On the internet I usually go by Flamesilver ๐Ÿ˜„

#

It's super weird that my wife is the only one who doesn't call me Silver. All my friends and ex's do.

lucid pewter
#

How do I export my Aseprite pixel art to Unity?

valid delta
#

Started Game Dev 5 Years ago and only learned the coding side, took this week to learn how to make terrain and use post processing

Thought i would share if there was anyone else learning too to give some motivation, i know its not too much but this is something im proud of ๐Ÿ˜„

heavy snow
#

@lucid pewter @ me if you still need help

distant whale
#

So I have worked with unity making little games but have finally started a major project that I intend to publish. One problem though, my artistic abilities are like drawing blindfolded. Does anyone have any suggestions for me for finding people that work with an independent developer like myself to help produce an a game that people would actually want to play?

dense talon
#

Depends, would this be paid work or is this free work the artist would do in their spare time? @distant whale

distant whale
#

@dense talon well I guess idk. I would like to think I could pay an artist but I also have no idea what pricing for a job would cost me.

dense talon
#

It depends on the artist really, you can find some really cheap art on fiverr for example, but if you want an artist to work on your project exclusively can get very costly.
So yeah, it depends on how much art is planned for the game. Not having an artist for the project can get very stressful too.
Finding an artist that works for free which has experience with working like one is very rare, students might be up for it, but as said, VERY rare that someone would accept % on the company shares for example since the gaming market is a good gamble nowadays, there's no guarantee that your game will sell since there are games published like every day, so the competition is insane.

jade marten
#

will I have issues if i import a map with lots of duplicate assets directly from blender to unity or no?

cold onyx
#

Got a question, I'm making a fan made sequel to a few years old game. Should I add in the same mechanics that the original game used, or come up with new ones?

cold onyx
#

@cold onyx both.

Keep the nostalgia, then evolve it ๐Ÿ™‚

dense talon
#

@cold onyx It's very difficult adding new feature to a game you specifically reference as a "sequel", die hard fans can be cruel AF.

cold onyx
#

you need players to immediately feel like they know how to play it already (as it's a sequel to something that already has a fanbase)

#

yeah true

#

but one thing im worried about

#

theres one enemy that has a very distinct voice i can't replicate

#

or should i use the lines from the first game?

dense talon
#

You can always hire someone on Fiverr to replicate it, do not steal content...will probably not end well

cold onyx
#

you could either rip the original apart and find it, or do a hacky recording, or get someone to approximate the voice

dense talon
#

Is it still under copy-right law though?

cold onyx
#

depends if he's selling it actually

dense talon
#

true

cold onyx
#

OR you know what I could do? So this game is about a furby, for the fanmade sequel, I could have another company take over the company that made the furby that was the antagonist in the first game, and have them rebuild her with a new voice

dense talon
#

if you are not selling it and ripping stuff off it, they can still get angry though

#

It is a sequel, so it works for sure.

cold onyx
#

I smell sarcasm

dense talon
#

Not really, my emotions just doesn't bleed out in text.

#

It's like the megaman clones out there, not mentioning megaman at all but clearly looks like it. just look at like 20XX which is getting free to download tomorrow on epic store.

cold onyx
#

@cold onyx Ok, a few things:

Are you using artwork from the original game?

If so, are you selling the game?

If you are, dont bother using ANYTHING from the first game

If it's a free mod or expansion you can use whatever you like, it's just effectively modding, but labelling it as a sequel

dense talon
#

Completely different game, but looks very similar

#

Yeah, the modding a sequal landed a dude a job at Bethesda x)

cold onyx
#

im not selling it, and i am using artwork

#

modding led to League of Legends and DOTA 2, nuff said lol

dense talon
#

Then it should be fine really to just copy everything, you might get an angry email, but it should be fine legally.

cold onyx
#

Well the thing is that company has been inactive for about a year

#

they're still active on twitter, but they havent said anything about the original game since it's debut

#

yeah should be fine, IMPORTANT TIP:

50% of your target audience will like what your doing
50% will absolutely hate it and will most likely spam you with fruity emails and DMs

Pro Tip: Ignore those people, dont bite back, it leads to you getting on every YouTubers dirty devs list

dense talon
#

Let's just put it like this, I have never heard anything about a furby game, so I think it will be safe, and they might even feel honored that you put effort into it.

cold onyx
#

so if i get emails and dms like that, stop?

#

yeah tbh, thats some hardcore loyalty to make an entire game for a Furby XD

#

@cold onyx dont stop, just ignore them

#

@dense talon look up a game called tattletail

dense talon
#

Nah, only bother stopping if it's from the actual company I would say and only if you respect them. It should be fine legally.

cold onyx
#

I do respect them

#

theres no way they take you to court for a free mod game, they wouldn't win, unless you portray a Furby as a sex-obsessed serial killer your fine.

#

I'm not gonna pull a yandere dev and milk the game for money like he did for 8 years (if you don't know who yandere dev is, what are you doing?)

dense talon
#

I think....as long as you mention their company and what inspired your sequal, it really is completely okay

cold onyx
#

But yeah... look up Tattletail sugar

dense talon
#

yandere simulator is a shit of a mess x)
That coder I would never handle, I looked up the game btw.

#

And it was released 4 years ago.

#

so you really do have to release it for free

cold onyx
#

ok well i dont have a bank account anyway so i cant get money even if i wanted xD

dense talon
#

wtf, wait, how young are you?

cold onyx
#

22

dense talon
#

with no bank account? O.o

cold onyx
#

but i live with my grandma and we have a joint bank account

#

so yeah:

Use what you like and keep it free
Keep it PG
Ignore the haters
Have fun making it, otherwise it's a huge waste of your time

#

What could I use for placeholder sounds until i get voice acting?

#

do some generic muppet sounds!:

"memememe!!"

dense talon
#

just have some simple sounds you record yourself for testing, keep it simple

#

My best advice would probably be to get your own bank account and fix a job instead TBH.

#

shared bank account at that age is a bit sketch

winged dove
#

Do you think having WASD to move around would be a bad idea if you are constantly mashing keys 1 to 4 for abilities?

#

Diablo 3 did it well with having mouse movement and being able to mash abilities easily... Might have to go that route

dense talon
#

@winged dove Are using the mouse to aim the skills?
if so, then you basically need to go down that route for it to feel good, if you are not using the mouse to aim, then you can move with WASD and shoot with UIOP for example.

frail shadow
#

Trying to make a 2D pixel art game

#

Got a 160x120 background and a 32x32 sprite

#

Canโ€™t work out for the life of me how to set the scene up! despite setting the scene resolution to 160x120 (along with the pixel perfect camera resolution too), the background doesnโ€™t fit the camera size

#

And then it doesnโ€™t even seem to display at all when I run the game?? Any ideas?

cold onyx
#

hello

#

how would i make a addition to my game where if you click a cube, it opens a GUI where you solve a puzzle, solving the puzzle turns the power on which powers a light and a bridge, then another guy inputs a code to a terminal, if its correct and the power is on, the bridge extends

mellow gulch
#

Hey, does anyone have an idea how to make a pixelated (8-bit style) bigger in Unity without making everything blurry and out of focus afterwards?

#

Whenever I enlarge this pixelated image (graphics is a bit like Minecraft), I don't have single pixels anymore, but a blurred image.

#

It's a 2D image

teal slate
#

if the filter mode is set to point you shouldn't get that

#

oh that was asked 2 hours ago ๐Ÿ˜†

cold onyx
#

how reliant are small projects on assets? Im worried that if i start using programming assets it will interfere with learning to make things myself but i want to be realistic about it.

teal slate
#

personally, I like to make everything myself because I want to create what I envision my project to be, but you can use whatever you need

cold onyx
#

im not talking about artwork or anything, but programming assets

teal slate
#

oh

cold onyx
#

or things like extensions for Unity

#

packages

teal slate
#

if you're planning on making games, I can see it being okay to use for small projects, but if you want to make your own larger project, I highly recommend learning how to program so that you aren't reliant on other people's code, especially if you can't find what you need

#

Or at least using visual scripting

cold onyx
#

right now im learning game design and Unity, ive already got a programming background ive just never worked on games before

teal slate
#

If you're comfortable with c# then you'll be fine with programming in unity

cold onyx
#

are there any packages youd consider essential to look at?

teal slate
#

I don't know any

cold onyx
#

oh okay, im looking to upgrade my kit so trying to get some more info on packages that are pretty universal

dusk dome
#

Does anyone know of a tool that you can use to plan out terrain maps and 3D level design?

dense talon
#

@dusk dome ...unity? No but what do you mean, actually creating a model for the entire map or just like creating a minimalistic area that will portray the level but in a measured but clunky way?

#

I like using MagicaVoxel for creating like a temporary blocky version of a platforming map, works pretty well since it's all just blocks in different colors.

dusk dome
#

@dense talon A minimalistic one, yeah. Something that lets you plan a simple map, like where a forest goes, or where a village goes, without actually having to place down these assets. To make it easier to plan how big your Unity terrain needs to be and what assets etc you will need.

dense talon
#

I would just use a voxel map and have the block color represent certain things, and you can have "1 block = 1-3 unity units" depending on what kinda size you need.
MagicaVoxel is pretty chill to use for drawing such things, and can also be used to create voxel models for import into unity if you want that kind of art style in some other game.

dusk dome
#

I read that some do it with pen and paper but I wondered if there was a proper tool for that

dense talon
#

I don't like pen and paper since the 3D element get's a bit messy and becomes hard to view in complex environment, which is why I make an actual block model

dusk dome
#

I know of MagicaVoxel and it might be worth trying to use it that way

dense talon
#

yeah, I usually make a very much downscaled version where like 1 block is the size of the player.

#

And it's kinda fun to create models in MagicaVoxel, especially when you learn the shortcuts and can do it a bit quicker.

dusk dome
#

Thank you, I will give that a try

humble briar
#

how do I make a cool enemy that isn't just

#

go to player

#

do attack

crisp kite
#

@humble briar give it some sort of mechanic that makes it fun and unique

humble briar
#

do you have any examples?

stark sundial
#

Okay, so I know this is all opinion based, but my game has an identity crisis...
I am making a boss rush and I have no idea whether to have an inventory and items or just skills from killing bosses, and one main item
or even anything else
can anyone help me pick out the right choice? or suggest anything I might like?

deft patio
#

Anyone pondered about how fog would work in a 3rd person?

wintry cypress
#

limits how far you can see?

narrow dagger
#

Does anyone know of a tool that you can use to plan out terrain maps and 3D level design?
@dusk dome what do you mean by plan out a terrain?

doesn't the default terrain editor do that already?

#

Anyone pondered about how fog would work in a 3rd person?
@deft patio how in the sense?

deft patio
#

Well diablo is top down (anything not fps is 3rd person i guess..)
and it has a 2d shadow/fog thing

feral smelt
#

@stark sundial if you give the player new skills after each boss you have to take them even more in concern to the boss design then items
since this skill should have a meaning most likely
giving players items to increase their basic abilities or to grant a temporary help would be the way to go for me

deft patio
#

But that's like 2d top down

If it's 3rd person 3D, and u can rotate around, then there'll be times when u can, like, see the 2nd floor of a building when the chara is in 1st floor

dusk dome
#

@narrow dagger Basically something you design before using the terrain editor so you get a rough idea on how large it needs to be and what the basic shape is. Also design and plan where forests and cities etc go, especially when you don't have the assets yet

humble briar
#

Does anyone have examples of interesting enemy ai?

#

Im making a top down shooter but anything similar should be fine

#

I just canโ€™t think of anything to put into my game

humble briar
#

All I want is something that isnt
Go to player and attack
Or aim at player and shoot

#

And I gave no idea what to do

#

:(

stark sundial
#

@humble briar

#

you just want instructions on what the ai should do?

humble briar
#

More like behaviors

stark sundial
#

Alright, I need some info on the enemy

humble briar
#

I know how to program with state machines

#

Uh theyre humans

#

With guns and knives

stark sundial
#

Are they strong?

humble briar
#

Sure

stark sundial
#

Do multiple fight the player at once @humble briar

humble briar
#

I was already going to do that

stark sundial
#

Ok, so they should kinda circle around the player

#

taking turns jumping at him with a knife

#

and some shooting the the background

humble briar
#

Ok thanks

stark sundial
#

np

humble briar
#

But what if thereโ€™s something in the way?

#

Like a wall

deft patio
#

Halo. U kno in a 3rd person non shooter (so camera has free look), how do they have aim skills? Like fireball?
As in, non homing projectile

If i aim with mouse, most probably the raycast hits ground for the direction. And then i cant handle doing overlobe shots over hills..

alpine hamlet
#

Anyone have experience with RTS game developing?

carmine plank
#

her

#

so there is a video

untold quest
#

ok

#

here

carmine plank
#

which will teach you how to make 3d models using unity's pro bulder

#

and its easy

loud crystal
untold quest
#

ok

carmine plank
#

WO

untold quest
#

my art is 2d

carmine plank
#

waht

#

use photoshop ten

untold quest
#

ok.

carmine plank
#

here

#

wait worng one

untold quest
#

ok

#

oh ok

carmine plank
#

Learn how to create Pixel Art in Photoshop!

โ™ฅ Support Brackeys on Patreon: http://patreon.com/brackeys/

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โ™ฅ Donate: http://brackeys.com/donate/
โ™ฅ Subscribe: http://bit.ly/1kMekJV

โ— Website: ...

โ–ถ Play video
#

this

#

if you learn you can make guns in 2d

untold quest
#

ok

carmine plank
#

these are great youtuber

untold quest
#

i watched that video

#

i watch both of them videos

#

already XD

carmine plank
#

have you tried making a gun in photoshop?

untold quest
#

its hard to draw with a mouse

#

not realy

carmine plank
#

yea

untold quest
#

i used krita

carmine plank
#

watch again and try to make gun my suggestion

#

or get one more interent

untold quest
#

i had made alot of sketchs

#

of random things

#

want to see them?

loud crystal
#

Guys this channel is not 2D related either

untold quest
#

oh ok

turbid spear
#

if want to import a model i just put the obj file into the obj folder in my project?

#

or dose it go in assets?

simple ermine
#

I am getting so many errors that I just can't fix for some reason, I have been working at this for hours
Here is the code for anyone who wants to help
https://hatebin.com/muulmjygvq
and here are the errors

dark knoll
#

if mahmoud is a monobehaviour, you have to store a reference to it instead of using it as if it were static

#

public Mahmoud mahmoud; would be a nice start

graceful abyss
#

HELP

#

im trying to make a score there are no errors but it dose not work

#

code:

#

using UnityEngine;

public class Score : MonoBehaviour
{

public Transform player;


void update() {
     Debug.Log(player.position.z);
}

}

carmine wagon
#

Hi can i get advice and feedback on how to improve my ui. This is just for my inital sign in and sign up screen

dark knoll
#

@graceful abyss try Update() instead of update()?

#

and Wow that pixel art is ๐Ÿ‘Œ

carmine wagon
#

Thanks

fathom jetty
#

@carmine wagon that looks pretty sharp to me

barren peak
#

@turbid spear Always import things in Assets, Obj file isn't used for that kind of things ๐Ÿ˜‰

feral anvil
#

anyone know about uploading worlds to vrchat ?

deft patio
#

This is the current TargetAim that i got, for a 3rd person non shooter game

To avoid the projectile "hitting the ground" immediately, if the mouse raycast hits ground, i add a half human height padding upwards (in hit.normal), which works kinda ok

But when trying to do a parabolic shot, which involves aiming to the sky, it's kinda annoying..

Without getting into any more details, anyone got some tips for this?

vernal plank
#

Anyone know a quick and dirty way of creating a material with multiple gradients? I done it before on some other project I just forgot how ๐Ÿ˜…

open saddle
#

What should I replace health with in a 3d platformer?

#

I don't want to have some arbitrary health bar with hit points

flat tulip
#

@open saddle how about power ups like in mario?

open saddle
#

whether or not I have powerups is still in question

lilac shoal
#

Could you add more details on your game @open saddle?

open saddle
#

Third person 3D platformer, like Mario i guess

#

A collectathon

#

I'm also not having "extra lives"

#

Which seem like an archaic remnant of arcade cabinets

#

I want to somehow hinder the player without it being too brutal

lilac shoal
#

Losing body parts instead of UI would work?

open saddle
#

Im not making snuff mario jfc

#

i thought about maybe doing something like Sonic, whereby you drop some of the non-important collectables upon taking damage

lilac shoal
#

Or maybe slow down player, disable double/triple jumps until player heals back

open saddle
#

heals back up to what? There isn't any health

lilac shoal
#

Oh, right

static goblet
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make so that each time he gets hit he loses more and more collectables

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@open saddle

open saddle
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I'll add knockback so you can fall off platforms, and design it so you lose a small percentage of collectables that you'll be able to pick up again

static goblet
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Seems good

open saddle
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I'd fix the moonwalking first

humble briar
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anyone know how to make a fun enemy ai?
all I have right now is an enemy that goes to player and attacks

open saddle
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What can the player do?

humble briar
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melee attack

open saddle
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Give the enemies a shield

humble briar
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that's not AI

dense talon
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@humble briar Depends on what type of game it is TBH.
2D, 3D, bullet hell, action adventure, FPS, dungeon crawler, JRPG style...
There are quite many ways I would improve AI, but you need to know some context. ๐Ÿ™‚

deft patio
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I dont wanna use the term"damage". Whats a more generic term that can apply to damage, heal, mana burn/restore, etc?
I guess excluding temporary stat buffs

dense talon
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Attack?

deft patio
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That still sounds "offensive"

humble briar
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it's a top down shooter but the player can only do melee attacks

dense talon
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Action?

deft patio
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That sounds more like the verb. And im already using it for player actions
Besides, c# already have Action class

dense talon
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Think about what would make the game more fun to play @humble briar That is usually the best way to start.
If it was a top down brawler I would probably make the twin stick action more fun in making a lot of things to dodge for example or giving the enemies some spells/weapons that you had to avoid.

deft patio
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The most generic term would be "Change" but that sounds too philosphical, and doesnt sound to involve numbers

humble briar
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how do I make it fun?

dense talon
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That depends, a lot of people have a different opinion on what fun is.

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I like when twin sticks give me a challenge, like make it difficult

deft patio
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Reward/punishment. Challenge. Competition with friends

humble briar
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are there any guides

dense talon
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Not really when it comes to this @humble briar The best way would be to study what other successful top down shooters/brawlers are doing and see what makes them so fun to play

humble briar
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oof

dense talon
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Dodge mechanics, projectiles to avoid, environmental objects, there are a lot of things you can do with AI.

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Make AI work together

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@deft patio I don't really know why you want such a general term for it, it's kind of hard to picture what you need it for :p

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And is it in the code or is it in the UI

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If it was in the code I would be all super specific instead of extremely vague.
Go all like "InstantEffect", "OverTimeEffect", "Buff" and "Debuff"

deft patio
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Yes in code. Its base class of instance of damage/heal, mana up/down etc

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In game ui, itll be displayed more specifically as DamageNumber or HealInstance etc

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Yeah this doesnt really go into general code bcoz well, kinda a case of variable naming that often gets kinda philosophical..

fickle raft
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Question:
should enemies teleport to their spawn location once they killed the player, stay at that spot (could cause problems if the enemy is sitting at spawn) or if it should walk back to it's spawning location using the agent

cold onyx
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Question:
should enemies teleport to their spawn location once they killed the player, stay at that spot (could cause problems if the enemy is sitting at spawn) or if it should walk back to it's spawning location using the agent
@fickle raft walk back

lilac shoal
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@deft patio Value

terse goblet
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@Nax sorry if this is a bit late but there's also the weirdo option of swinging completely in the other direction and just having one-hit death. it sounds a bit punishing but if the game is paced correctly with shorter segments and more frequent checkpointing it can lead to a breakneck sorta experience that feels really cool.

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a great example of a classic platformer that accomplishes this really well in my opinion is metal storm for the NES: https://www.youtube.com/watch?v=ZLUc7KJteW0

A playthrough of Irem's 1991 platforming shooter for the NES, Metal Storm.

This video shows me playing through both loops of the game for the "true" ending and credit roll. The second loop, the expert mode, begins at 19:34.

Metal Storm is perhaps one of the best NES games th...

โ–ถ Play video
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metal storm generally has one-hit death but the levels are pretty short and checkpoints are frequent so the pacing feels quick and risky but satisfying and not too intimidating

dense talon
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@deft patio When it comes to variable naming, the best practice is to be as specific as possible, long descriptive names are way better than a short and not as accurate name, even if it looks better with the short. ๐Ÿ™‚

cold onyx
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Hello my screen of phone have rounded edges, how can I prevent the game have rounded edges?

open saddle
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@terse goblet while I like the concept I'm going for a casual collectathon and I don't want to punish the player severely

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That said I could always add difficulty options

terse goblet
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makes sense!!

dry thicket
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yo guys is there a free realistic water on asset store?

stark owl
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2d or 3d

dense talon
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@cold onyx Good luck with this, you have to know the many different radii in the world on phones and put a border inside your game that frames your game to not end up stretched all the way to the sides.

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Or just have a box inside your camera that is nowhere close the edges and place your game inside of it.

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I would say, design your game so that the UI is okay with the round edges instead.
It's the better option.

open saddle
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@dense talon the plural of radius is radii

dense talon
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cool, never heard that word before.

cold onyx
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i guess adding textures is related to game design

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how do i add textures to my 2d game.

hard fog
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@cold onyx Not the purpose of this channel. Do not cross-post and try searching your questions first.

cold onyx
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ok.

mystic stratus
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A concept I liked is, asking them a list of 5-6 things they liked and 3-4 they disliked

open saddle
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I've always found watching how they play without my input gives me a wealth of feedback about whether the information I convey to the player is good

open saddle
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up to you, people are bad at giving feedback.

dense talon
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Streaming is a thing, you could just watch their stream and have them actively comment their feelings. And at the same time you can see them interact with the UI.

stray bay
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hello, our team are arguing a bit about progression in our game

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FYI, it's a boss rush bullet hell game with roguelike elements

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after every boss you get to choose between saving your progress (once per level) or getting an upgrade (stats/weapons/whatever)

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since you can save, and the player is presented with a rewinding ability which can basically restart the level if you mess up, i feel like it's enough to warrant permadeath

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my partner feels like it will be too punishing and make the game too hard

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his suggestion is to have a hard save every few bosses, where it's impossible to drop to the ones below the checkpoint, unless you choose to wipe your save

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we can't decide, help.

cold onyx
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"impossible to drop to the ones below the checkpoint, unless you choose to wipe your save"

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this rewards bad players imho

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and moves to far from being roguelike

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having hard punish elements, like not adding an ever inflating safety net, makes succeeding more rewarding

stray bay
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thats my opinion too

kindred wing
humble briar
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@stray bay maybe an inbetween like you can add a very small permanent boost to a stat

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Or an ability to carry over

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I dunno i never played rougelikes except for mystery dungeon

dense talon
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@stray bay just make two game modes, these type of games usually pride themselves into being hard, so if you have your mode "normal mode" and his mode the "easy mode" it would let the player choose themselves and it's not much of an bother to implement.
EDIT: And it's much easier to just pick the easy route of development first and then after the beta test see what people think and implement the easy mode afterwards.

indigo violet
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hello! I have kind of a silly question I hope you can help me with ๐Ÿค” I'm doing a card game and was having a design discussion with the designer about the description of cards, I'm trying to make the best of the space we have in a card.

The original card description is: Deal 100% ATK as Physical damage.
But I'm proposing leaving it as: Deal 100% ATK Physical damage

ATK is an attribute of the player. Do you think without the as works? We are not native English speakers so there is where the discussion started haha hope you can give me some light on this.

teal kindle
dense talon
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@indigo violet if you really are this tight on space, you can just have the description in an information hover icon, usually card games description might be quite long, and it's more often than not better to have a very detailed description.

So I would suggest to have an info tab with a detailed description and maybe only icons that show the basic attack stats in the upfront visual description?

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And if I would be perfectly honest with you.
"Deal 100% physical damage" would be enough.
unless the attack means something else than "direct damage"

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I prefer very detailed descriptions over vague descriptions though, since the mathematical formula behind the card might be very different if some key words are missing.

craggy kindle
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how do you prevent a texture from stretching? Filter mode is set to repeat but it still stretches

wind panther
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im not sure if this is the right place but i cant seem to find a text channel for particle systems so ill just write my problem here

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i have attached a particle system to my player and it works as intended to when standing still although when its moving it glitches and looks like this

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i cant get an image just now but i basically stretches and becomes transparent

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any help would be awesome ๐Ÿ™‚

peak quartz
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@wind panther sounds like you have initialVelocity on

wind panther
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ok ill check that out thanks ๐Ÿ™‚

humble briar
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does anyone here have experience coming up with damage formulas for rpg type games?

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I tried searching on google but it's very confusing

carmine plank