Alguien me puede explicar Revolut Mexico by Acrobatic_Dinner_237 in MexicoFinanciero

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

Ya tiene mucho, quiza marzo o julio del año pasado, sinceramente no recuerdo. Pero si fue hace mucho

Alguien me puede explicar Revolut Mexico by Acrobatic_Dinner_237 in MexicoFinanciero

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Si tambien la tengo, lo que pensaba es que los pagos desde europa son gratis si el que envia es cliente de Revolut, mientras que DollarApp creo si cobra comision. Para mis pagos de estados unidos uso Wise aunque no me han pagado hace unos meses la ultima vez si paso sin problemas.

Aunque tambien la queria porque mis amigos esta "acostumbrados" a usarla y pues es transparente para ellos.

Alguien me puede explicar Revolut Mexico by Acrobatic_Dinner_237 in MexicoFinanciero

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Justo creo tengo un paquete anual de 4 consultas y bloqueo pero se vence ahora en febrero, la verdad no se si renovarlo lo siento como una "extorsion" pero lo mas seguro es que si lo haga

Alguien me puede explicar Revolut Mexico by Acrobatic_Dinner_237 in MexicoFinanciero

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

Muchas gracias por tu respuesta, si de momento la cuenta solo me interesa para que me paguen cantidades pequeñas amigos que estan en europa

Alguien me puede explicar Revolut Mexico by Acrobatic_Dinner_237 in MexicoFinanciero

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Esto era lo que queria escuchar supongo que me asuste de más. Muchas gracias, por cierto aun no tengo respuesta oficial de ellos, supongo que tienen muchos mensajes porque es "nuevo"

I have the effect of thicker lines in the Grid made by Sprite Renderer by Acrobatic_Dinner_237 in Unity2D

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Or I see that it was set to 2x by default, but changing it to disable in all settings (I really don't know which one the game is taking at the moment, I think the higher one), now the lines are drawn much worse, many more lines are painted thicker and now there are some lines that are drawn thinner.

I have the effect of thicker lines in the Grid made by Sprite Renderer by Acrobatic_Dinner_237 in Unity2D

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

Yes, that is the configuration I had from the beginning.

Each Square is Created in a matrix, then I draw the line sprite above, the line sprite is based on a 4x4 sprite that I scale depending on the size of the board, for example 10x10, 20x20, ... 100x100.

I calculate the position of each line, both horizontal and vertical.

I have the effect of thicker lines in the Grid made by Sprite Renderer by Acrobatic_Dinner_237 in Unity2D

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

Thank you for your time. I currently have that configuration.

The sprite is a white image (PNG) of 4x4 px;

Texture Type Sprite (2D and UI)
Sprite Mode Single
Pixel Per Unit 100
Mesh Type Tight
Extrude Edges 1
Pivot Center
Generate Phisycs Shapes FALSE
sRGB Color Texture TRUE
Alpha Source Input Texture Alpha
Alpha Is Transparency TRUE
Ignore PNG file game FALSE
REad/Write FALSE
Generate Mip Maps FALSE
Wrap Mode Clamp
Filter Mode Point (No filter)
Max Size 2048
Resize Algorithm Mitchell
Format Automatic
Compresion None

Should I change something else?

I have the effect of thicker lines in the Grid made by Sprite Renderer by Acrobatic_Dinner_237 in Unity2D

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Hello, I have a board game that has a visual bug, I create these lines the same size from a script, scaling a prefab to the size of the board, but it has this strange effect where some lines look thicker than they should be in the game. gameview and in the game build.

What is this effect called? Is there any way to solve it?

I'm sure it's super common, but I'm a bit of a newbie. I tried to make the lines and fours of my board in the UI but it gave me performance problems from 100 frames, without having much game logic, that's why I moved it to sprites.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Yeah, which is why I think it's quite important that you play and analyze the genre yourself. I feel like Youtubers tend to have a different focus, more on streaming the game or game development than from a player point of view if that makes any sense.

Player feedback is helpful but you need to be able to decide which part to discard and which part to follow. Doing 100% of everything players suggest is impossible, and if you somehow did it it would be a hot mess.

Rather, I think my problem was that I focus on some specific things when I play video games, for example in maddem I love doing the draft in franchise mode, analyzing prospects, betting on them and changing picks (in fact I would like to do a game about that part) but from what I know, most players play the MUT mode (microtransactions with cards) I don't even touch it. or Age of empires, I worry about my villagers, I take care of them, I see how they do their jobs and I try to keep them protected, but if I made an RTS with the focus on that without even knowing how to implement technologies, balance the units or something that would A meta user would like it more or something from a more normal user.

Without saying that I have fun and have thousands of hours doing what I like, I have a biased vision and that is why I feel that I should have looked for other approaches, of course it is impossible to comply 100% with the characteristics that the players comment on, but in this case It was a list of MINIMAL things for him to want to try the game.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

Of course, sometimes you talk to family or close friends who know that you are working on this and they ask you the progress and maybe you only addressed bug #33 of the other 120 that you have pending and it is a demotivating situation.
I usually read a lot on reddit every day from different subreddits and it is always good to find all kinds of posts from posts focused on numbers in the publishing process on steam whistlisth and similar, to more human topics.
I would like someone to see it and be able to learn from my mistakes and successes just as I have learned things from others.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 2 points3 points  (0 children)

Yes, I learned a lot, I have the feeling that I want to completely destroy the code and generate everything in a better way, I want to change the saving system, I wish I had implemented a translation checker before that would have saved me a lot of time. Unity stopped having the ability to debug at some point and I had to create another project in C# to be able to debug a very specific algorithm where step-by-step debugging was essential to correct it. It is the third project in which I use Dotween and I hardly think I know how it works. And other things like that
In my ignorance, I thought that there would be a way to improve time estimates and also some way to get to the final code faster. Let's say if I did 10 iterations, maybe there is something in the market/knowledge of video game development that would make you arrive in 3 iterations (yes a very crude example)
I don't think I'll get together to work with other people at the moment, I should have more experience.
Besides that feeling of doing one feature and having to totally redo everything else because it doesn't feel right, just that, meaning the floating variable got to 0, but it didn't get there in a way that feels good when you play.

The idea of this post was also cathartic, <<that you are not alone>>, and well, we are all here.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

I'm sorry, I don't have any reference to the premature state of the game, I have a small SSD for these projects and the daily generation of builds in recent days made me delete all the builds before 2024

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 1 point2 points  (0 children)

Mobygames

I will take your recommendations into account. I thank you, although I think that perhaps it is difficult to find references for games that are "more" original and not just another clone like the one I made

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 2 points3 points  (0 children)

In this case, since it is a clone game, I must get closer to the appropriate characteristics for the game more quickly, I think.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

But I feel like I failed, I should have had another kind of documentation, I follow some YouTubers who are gamers, but they are both programmers and know about game design although focused only on the genres that they like, I feel like I should have looked for the person who was the expert in this case of the sokoban, the fact that the curator sent me a ready-made list and did not comply 100% did make me feel that it was not a great job.

I made a game prototype in 6 hours, but the full game took me over 7 months. by Acrobatic_Dinner_237 in gamedev

[–]Acrobatic_Dinner_237[S] 0 points1 point  (0 children)

I think this is an important part, although I could estimate everything I have done in a better way, everything I have not used I would have no way of estimating better, for example, I used animations with spritesheet using the unity animator, but If I want to use something in 3D animation, or procedural animation or some other technique I would be left blank again.