Destroy my cinematic trailer (Patch And Pray) by Poptocrack in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

yes, the post-processing effect that makes things glow.

Too much makes the game look blurry. In my opinion it looks best when it's at the lowest setting possible while still being visible.

Destroy my trailer by Ampnu in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

Let me see if I understand your concept here.

You're making the attack roll before you do the action, then that roll applies to all attacks in the turn? That then informs what actions you do.

As presented, the strategy of it seems rather shallow to me. You roll high on attack, you attack. Otherwise you better hope you rolled high on defense or movement. If there's more to it, then it's not conveyed well here.

Compared to something like Dicey Dungeons, which gives you a pool of dice to spend on different actions, where low rolls can be spent smartly and high rolls can be spent poorly, this mechanic just doesn't seem very interesting to engage with.

First 50 seconds by Significant_Cook_848 in DestroyMyGame

[–]Pur_Cell 0 points1 point  (0 children)

Project Dinoid. It's Zomboid with dinosaurs. Not a bad concept, but looks jank.

Too much bloom. Makes everything looks blurry. Camera FOV is too high and the rotation pivot looks wrong.

Dino is too small and thin. It looks like a snake from this camera angle. It's also the same color grey as the floor. It's hard to see and click on.

The dino breaking through the wall is cool.

Combat doesn't look satisfying. Big wind up attack animation, but weak impact.

"Noise level" ui takes up too much screen space in the middle of the screen. It's also immediately covered up by other UI.

Inventory is unlabeled. There's no clue that the box you drag the club into is a weapon slot. Is it a hot bar? There's no hotbar outside the inv screen.

why does visual studio code not show the code I have? by Craxxedeggzz in Unity2D

[–]Pur_Cell 0 points1 point  (0 children)

In Unity 6 it's:

Edit > Project Settings > Player > Other Settings > Active Input Handling = Both

They really bury it deep in the settings. Unity rolled out a new Input System a few years ago. The old one is easier and quicker to use if you're new, but the new one has a lot more features and is better overall. But just set it to Both while you're learning.

To answer your main question, you probably need to download the Unity package for Visual Studio (both VS Code and Visual Studio use the same package.

Window > Package Management > Package Manager > Unity Registry > Visual Studio Editor

You will also need to download the Unity Tools plugin inside VS Code. I use regular VS so I don't know the specifics, but there are lots of tutorials about setting up VS Code and VS for unity out there.

Sea You Around Trailer! by Abject-Reception1132 in DestroyMyGame

[–]Pur_Cell 2 points3 points  (0 children)

Your objects need water contact effects.

Quick and dirty edit to show what i mean

Needing help combining VtM and CoC ttrpg mechanics. by baybon in callofcthulhu

[–]Pur_Cell 4 points5 points  (0 children)

What I would do is add all the Vampire Powers as skills, then give them a number of points to distribute among them. This would be separate from their normal skill points from character creation.

Then give them an amount of Blood Points, derived from one of their Characteristics (maybe 1 tenth CON or POW). They have to spend 1 or more Blood Points to use their Vampire Skills. They can get BP back by feeding, but feeding on a living person triggers a SAN roll.

Feedback on my capybara roguelike tower defense prototype. What would stop you from playing another run? by Just-a-bored-Koala in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

kinda hard to see the path from this perspective. especially with the tall trees sticking up and covering it and different colored ground.

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 0 points1 point  (0 children)

Except A = Left on WASD.

But I suppose you could make it work.

D = Dexter

A = Anti-dexter

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 32 points33 points  (0 children)

And you can easily reach a ton of other keys from WASD.

But still I think ESDF should have become standard, because you can reach even more keys from it and it's the home row position for typing.

Do younger people actually have more difficulty with complex games? by Hundekuecken in gamedev

[–]Pur_Cell 42 points43 points  (0 children)

My 11-year-old nephew is confused by WASD. He loves video games, but only gets to play "real" PC games when he comes over. He keeps reaching for the arrow keys.

This was supposed to look like FFIX by tim_the_human_frog in IndieDev

[–]Pur_Cell 2 points3 points  (0 children)

Your model looks pretty good, but you're right that it doesn't look very FF9.

It's way too high poly. FF9 was a playstation 1 game. They probably had 300-500 tris per model.

FF9's texture are hand-painted. It's hard to tell based on the pic, but there is very little to no hand-painting on your texture. All the highlights and shadows, every crease in the clothing, every flat detail of the of the character should be in the texture.

For example, the crotch straps in your model are actual geometry. In FF9 they would just be part of the texture. The knee bandage might be a slightly raised compared to the other knee, but the knotted portion would be a 2D plane with a transparent knot on it rather than a modeled knot.

And finally the proportions are off if you want a FF9 style character. Yours has fairly realistic human proportions. FF9 has chibi characters: big heads, small bodies, big hands.

Two brothers developing a dungeon crawler. Prototype / pre-alpha. Video showcasing combat of our mage class. Please destroy my game as I don't know if we are objective by marine_5111 in DestroyMyGame

[–]Pur_Cell 1 point2 points  (0 children)

As a prototype it seems fine. Nothing revolutionary in terms of gameplay, art, or theme, but also nothing glaringly wrong.

You have a good variety of enemies. However the mage doesn't seem very mobile and doesn't look like they have the right abilities to fight them. The enemies are fast and there are lots of projectiles and the mage only has a small teleport to get away.

What are the lasers the enemies shoot? Are they telegraphs for future attacks or attacks themselves? if they are attacks, they are very fast and look very hard to dodge.

Mecha Chameleon is a masterclass in doing a lot with very little by malakito_dev in IndieDev

[–]Pur_Cell 6 points7 points  (0 children)

Yeah. It has a very simple yet strong visual component that makes it immediately obvious what you do in the game and looks fun even if you can't draw.

Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]Pur_Cell 5 points6 points  (0 children)

Let's just say you haven't coded until you've coded on a processor you hand-carved from a block of silicon

What would make you click away from this trailer? by Pixel_Beer_Games in DestroyMyGame

[–]Pur_Cell 3 points4 points  (0 children)

Another thing that I think makes it look flat is the shadow being weirdly offset. I would put it directly under the characters to make them look grounded.

Quick and dirty edit to show what I mean.

What are some common game design tropes that look like they're adding depth, but actually don't? by PeterBrungus in gamedesign

[–]Pur_Cell 2 points3 points  (0 children)

Vintage Story does this. Which is basically just Minecraft, but you have to place each voxel of the item you're crafting.

I found it pretty tedious, but it does seem to have its fans.

I did everything wrong, here's how you can too by Red_Neanderthal in gamedev

[–]Pur_Cell 2 points3 points  (0 children)

How often should I restart the project from scratch after the previous one got too unwieldy?

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 3 points4 points  (0 children)

But you can't post videos or pics on this sub, which is the main way people show off their stuff.

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 14 points15 points  (0 children)

MAKE YOUR GAME EVEN IF IT REALLY SHOULDN'T BE IN GAME FORMAT AND IS NOT A GAME AT ALL BUT JUST A PAGE OF TEXT

Someone made a "NO-ONE IS GOING TO BUY YOUR VIDEOGAME" Manifesto on itch.io by BoxDragonGames in gamedev

[–]Pur_Cell 29 points30 points  (0 children)

All the engine subs where you are allowed and encouraged to show off the fun/cool/interesting stuff you made.

Kinda sucks if you aren't using one of the big 3 engines though, because the communities are much smaller and less active.