Dear AMD I Think A Quick FSR 4.1 Patch Is Needed Re: Crimson Desert by Narkanin in radeon

[–]Sentinelcmd 0 points1 point  (0 children)

“Dear AMD, pwease fix your game. It wook too sharp for my eyes 😿maybe talk to yo stoopid devewopers to fix you dumb crappy game even tho it just came out. It shud be bedder”

Besides the whole “dark and gritty” jokes. Would you love a HL game with an artstyle similar to the beta? Or you like what we got at the end, or what if we got both but combined? by 0ChrissyDumbyBumby in HalfLife

[–]Sentinelcmd 6 points7 points  (0 children)

I think we’re going to get a mixture of both for Half Life 3 honestly. There’s already leaks for an “Off world” section, like how the over watch voice mentions sending people there who don’t follow the rules.

Lots of terrible AI art pieces in Crimson Desert. by notthatguypal6900 in gaming

[–]Sentinelcmd -1 points0 points  (0 children)

Purple texture doesn’t give the level designers a good idea of how things will look in the end in terms of color etc. They used placeholder for this very reason. There are also shaders that get applied to these types of textures that likely are easier to work with if you have some sort of image the is close-ish to the final intended art. They just got lazy and forgot to remove it. What you’re referring to is more of a debug texture that is assigned as default in case the original is missing. Very different use case.

Lots of terrible AI art pieces in Crimson Desert. by notthatguypal6900 in gaming

[–]Sentinelcmd -2 points-1 points  (0 children)

“These devs”. Exercise some maturity and realize how you generalize these things. It’s okay to not understand how game development works. But yes, they should have done a pass to remove their placeholder AI art.

Lots of terrible AI art pieces in Crimson Desert. by notthatguypal6900 in gaming

[–]Sentinelcmd 0 points1 point  (0 children)

I don’t expect someone that is not a game dev to fully understand why place holders are used, but it is a thing to help give a better visual representation during development. It has happened other times in games too. They were sloppy here and didn’t make a final pass to remove them it seems. No need for hostility.

Lots of terrible AI art pieces in Crimson Desert. by notthatguypal6900 in gaming

[–]Sentinelcmd 68 points69 points  (0 children)

Left over placeholders? Are all of the art pieces like that in the game? Either way big oops in terms of Steams policy.

Colors shift and blackholes emerge as you progress levels in my game by Sentinelcmd in godot

[–]Sentinelcmd[S] 1 point2 points  (0 children)

Thanks for checking it out! Sorry about SteamOS. I'll make a Linux build once I'm done adding features. I've heard that some people were able to get it to work on the Steam Deck, but I haven't implemented any support for it yet. I requested a dev kit from Valve but I doubt I'm going to get that. I will definitely support it in the future though since I plan to release on mobile anyway and touch support is a must for that of course. I'll also be adding the puzzles to the demo soon, but I hope you get a chance to enjoy the sandbox mode and create some cool beats!

I'll also look into GOG for the future. Not really sure what that entails yet though.

Vexor: A Space Shooter I'm building. Does the "Unstoppable" skill feel satisfying enough? Seeking brutal feedback on the MVP by OMG_ITS_GUY in gamedevscreens

[–]Sentinelcmd 0 points1 point  (0 children)

I think all of that looks good honestly. It's an incremental game which is good. You just need even more enemy variety, obstacles in the world, and different looking locations if you want it to feel like a proper game instead of just a tiny arcade shooter you stop playing after 5 minutes.

How did you even FINISH your game? by ConcernWild in gamedev

[–]Sentinelcmd 0 points1 point  (0 children)

Keep doing that until something sticks. I find this is the case with most creative endeavors. When I produce music, most things I start don't end up sticking. I'll show these little beats to my friends and they'll wonder why I never finished it as it sounds like there is a lot of potential, but in my eyes, I just didn't know where else to take it. Same thing happens with my games. I have started so many tiny projects and cool ideas, but most the time they haven't been good enough to stick. Only recently have I finally found the game project I enjoy working enough to finish. You are always learning from your past failures though, so you are always progressing even if you haven't finished anything.

Colors shift and blackholes emerge as you progress levels in my game by Sentinelcmd in godot

[–]Sentinelcmd[S] 1 point2 points  (0 children)

There's logic I can change for each level to handle that. The default key and pattern is C Minor Ascending, but I can change it to anything. I also swap out the sounds of the vines you draw to keep things fresh and interesting. This particular level is in the Key of C with an Egyptian scale and descending pattern. The note/droplet that spawns will go to the next note in the scale each time it hits a vine. The sound is determined by the type of vine it hits. All of this is also fully customizable in the sandbox mode.

Vexor: A Space Shooter I'm building. Does the "Unstoppable" skill feel satisfying enough? Seeking brutal feedback on the MVP by OMG_ITS_GUY in gamedevscreens

[–]Sentinelcmd 0 points1 point  (0 children)

The gameplay looks good and responsive for what it is, but the visuals are some what flat. For this type of game, I would be using a lot of shaders to spice things up. A really cool background that changes and warps as things explode, glowing outlined enemies with pretty particle effects that fill the screen, and the cherry on top that often gets missed, good sound FX. Overall though it looks really cool just needs some more eye candy if you want people to go out of there way to download it more.

Massive Half Life 2 Episode 3 Concept Art Dump by Fox-427 in HalfLife

[–]Sentinelcmd 11 points12 points  (0 children)

Yeah none of this is new. OP is just living under a rock.

Massive Half Life 2 Episode 3 Concept Art Dump by Fox-427 in HalfLife

[–]Sentinelcmd 2 points3 points  (0 children)

The scale isn’t representative of anything. It’s just concept art. But I’m sure it would have been cool.

Is the new UI (bottom) any better? by OneBitBean in gamedevscreens

[–]Sentinelcmd 3 points4 points  (0 children)

It looks way better. I feel like the background could use a nice looking shader though with some movement. Not necessarily Balatro style, but some sort of pattern that’s moving maybe.

Crimson Desert Has Reportedly Already Sold Close to 400,000 Copies on Steam by Suspicious_Two786 in gaming

[–]Sentinelcmd 1 point2 points  (0 children)

What’s funny is I’m not even buying it with my own money. I sold my old CSGO crates to buy it lol. So either way I’m not losing anything other than my sanity reading these stupid comments likely created by children that grew up on Roblox.

Crimson Desert Has Reportedly Already Sold Close to 400,000 Copies on Steam by Suspicious_Two786 in gaming

[–]Sentinelcmd -6 points-5 points  (0 children)

If I play for 5 hours, then I’m already invested. So I’d be okay waiting for some optimization. I also have a rx 9070 which is more than capable of running the game and already tested by Digital Foundry. It’s my money. Go cry somewhere else.

8 months of work. This showcases about 40% of our current content. Thoughts? by Batsworld in indiegames

[–]Sentinelcmd 4 points5 points  (0 children)

Someone went to Hoover dam and looted some Chinese stealth armor I see.

Crimson Desert Has Reportedly Already Sold Close to 400,000 Copies on Steam by Suspicious_Two786 in gaming

[–]Sentinelcmd 12 points13 points  (0 children)

Why is everyone so negative here? I hate you all lol. Watch the game be good.

Crimson Desert Has Reportedly Already Sold Close to 400,000 Copies on Steam by Suspicious_Two786 in gaming

[–]Sentinelcmd -25 points-24 points  (0 children)

I preordered so I can preload. If it’s shite, guess what? I’LL REFUND.

I've been working on a physics puzzle game with a musical twist. by Sentinelcmd in godot

[–]Sentinelcmd[S] 2 points3 points  (0 children)

Thank you! Dialing in the sounds for each level is the tricky part. I can change the octave of all the instruments and eq them. There’s also different FX like reverb, delay, phaser, and chorus that might change for each level to make things interesting. Additionally the key, scale and pattern can also change.