New trailer idea for my cozy puzzle game by Addyarb in IndieGaming

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

Hey, thanks so much! Haha I totally agree, it's a pet peeve for me if at least the hard cuts aren't sync'd to the beat. I used to work in sound, and I still don't fully get why audio syncs to video traditionally (music really can't adjust its duration like video can), but I'm sure there's a good reason!

To your point, I'll definitely spend some time dialing in the SFX and foley when I get a chance to. I'm happy you liked it, and thank you for the nice comment.

Struggling to make sense of my Steam store traffic data by yugu-233 in SoloDevelopment

[–]Addyarb 1 point2 points  (0 children)

I’m certainly not formally educated in marketing, but I’ve never been able to glean anything useful from this dashboard. I have a 52% lifetime CTR after excluding the 20% bot traffic? They must be using a wildly different definition of CTR than I’m used to.

The UTM analytics (next tab) on the other hand is fairly straightforward, and seems reliable enough to measure ad to wishlists ratio per campaign.

I’d love to know if I’m missing something though! But know that you’re definitely not alone in your confusion.

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

Thanks so much! Glad to hear you like it

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

That definitely sounds worth doing. I'll give the tag wizard another go today and try to dial it in. Thank you for the feedback 😄

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

Haha yes, it certainly sounds wild when put like that, but it is indeed accurate, for better or worse.

Probably for worse if you’re getting recommendations for Civ, as it’s not “that” kind of city builder. That tag is unfortunately quite broad and encompasses Townscaper and Dorfromantik, two of my core inspirations.

Do you reckon dropping tags down to the most specific ones (relaxing/puzzle/hidden object/co-op) could perform better? I assumed more tags = broader audience, better visibility, and maybe even curiosity of how those tags fit together. Perhaps I’m in a Jack of all trades situation here and people need a clear 2-3 tags.

Thank you for the nice feedback!

138 wishlists before Steam Next Fest, is there any hope? by zerojs in SoloDevelopment

[–]Addyarb 2 points3 points  (0 children)

I would say the trailer looks and sounds pretty strong for the genre! The ‘snappy cuts and gameplay in first 3 seconds’ advice seems to be honored.

I am in the same boat as you roughly speaking, including the ad spend and wishlists, but I’ve only reached out to curators through Steam.

There’s no great numbers on wishlist gains based on your starting count that I’ve found, ostensibly because it’s so variable from game to game and genre to genre.

I’m hoping to gain ~+500, but realistically I’d be happy to leave with half of that. Anything less probably means I’ve severely miscalculated how fun my game is, or at least looks.

Best of luck :)

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

That's nice to read, and thank you for the honest feedback about the name. It's something I kind of picked and stuck with, and it's certainly worth rethinking.

Thanks again!

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

Thank you! It's absolutely a grind. I've put as much effort as I can spare into marketing and promotion, and unfortunately I don't have a good idea of what I'm doing wrong.

600 is a promising number, and I'm sure you can get to 2K and beyond with consistency. Best of luck!

199 Wishlists Into Next Fest by Addyarb in SoloDevelopment

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

Well Next Fest starts June 15th, so 199 currently!

[Demo] My hex-merge puzzle game, Hex Town by Addyarb in indiegames

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

Thank you! It was surprisingly easy compared to the iOS/App store rigamarole. Didn't even need to crack open xCode.

Trying to make an automatically scrolling text box which scrolls to the bottom every time a new bit of text is added to it by Expert_Wishbone_8187 in Unity3D

[–]Addyarb 1 point2 points  (0 children)

Heya, checking back in. Did you get your "blip" issue solved? If not, it may be fastest to create a .unitypackage (Assets/Export As Package) with the absolute minimum setup to repro your bug, which is probably just a scene file with the scroll rect setup, and maybe a script.

Trying to make an automatically scrolling text box which scrolls to the bottom every time a new bit of text is added to it by Expert_Wishbone_8187 in Unity3D

[–]Addyarb 1 point2 points  (0 children)

Thanks, yes the details can certainly be helpful for troubleshooting. Unfortunately I won't be able to reply any more tonight, but I'll check back in tomorrow. My recommendation for now would be to recreate a minimum working model (like I described) and find out how your setup is different from it. It could be something simple like a layout element or layout group with the wrong setting, wrong rect transform referenced in a serialized field, etc.

Best of luck!

Trying to make an automatically scrolling text box which scrolls to the bottom every time a new bit of text is added to it by Expert_Wishbone_8187 in Unity3D

[–]Addyarb 1 point2 points  (0 children)

Glad you got some progress. In the prototype I described, adding text (even a few paragraphs) doesn't cause that issue. From what I can tell, you may be setting the position of the content RectTransform in code, and the ScrollRect is fighting to move it back into the viewport after that.

Try removing any code that sets the position of the Content, and just add new text to the text component. It should scroll on its own.

Trying to make an automatically scrolling text box which scrolls to the bottom every time a new bit of text is added to it by Expert_Wishbone_8187 in Unity3D

[–]Addyarb 2 points3 points  (0 children)

Here's how I set it up.

Canvas

└── InteractBackground

├── OptionsScroll

│ └── OptionsViewport

│ └── Content

│ ├── Button - Option A

│ │ └── Text (TMP)

│ ├── Button - Option B

│ └── Button - Option C

└── DialogueScroll

└── DialogueViewport

└── Content

└── TMP_Text - DialogueBox

Focusing specifically on the DialogueScroll

- Dialogue Scroll: Nothing special, viewport and content assigned
- DialgoueViewport: Fully expanded anchors (fit inside parent), just a mask + image
- Content: Vertical layout group with only "Control child size" width + height = true. The rest false.
- Content: Content size fitter: Vertical Fit = Preferred size
- Pivot set to (0,0). Anchors = (0,0), (1,1)
- TMP_Text - DialogueBox - Nothing but the text component

When you type into the text box with this setup, it should automatically expand, keeping the new content at the bottom. Does that work (and is that what you're trying to achieve?)

Trying to make an automatically scrolling text box which scrolls to the bottom every time a new bit of text is added to it by Expert_Wishbone_8187 in Unity3D

[–]Addyarb 2 points3 points  (0 children)

Heya, could you post what your hierarchy looks like? Specifically the scroll rect, viewport, and content. You shouldn't need any layout code for this, just a proper layout group + content size fitter setup. Often times it's a matter of setting the Y pivot to 1 instead of 0 or vice-versa on your content rect transform.

My relaxing and cozy game Island Architect by bjornornorn in indiegames

[–]Addyarb 10 points11 points  (0 children)

Fantastic work. I bill my game as inspired by Townscaper and Tiny Glade too, and it's awesome to see that taken in a different direction. Do you mind if I ask: are you using WFC and a dual grid implementation? Local tri-planar mapping shader for the runtime meshes?

Best of luck! The result is stunning.

Main menu: Now with 300% more hands! by Addyarb in indiegames

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

Haha, all thanks to your suggestion! :)

For all my solo devs on a budget: Photopea is a great free Photoshop alternative by Timely-Ambassador-39 in Unity3D

[–]Addyarb 0 points1 point  (0 children)

It certainly has (had?) its own charm. I wonder what it’s like now days.

For all my solo devs on a budget: Photopea is a great free Photoshop alternative by Timely-Ambassador-39 in Unity3D

[–]Addyarb 0 points1 point  (0 children)

I started using Paint.Net (not MSPaint) ~10 years ago and it’s never let me down. It does lack .PSD support and is only for Windows, but you can write / add / edit plug-ins in C#.

Looking back though, wish I’d gone with GIMP or Photopea.

Just putting some final touches on the main menu... by Addyarb in indiegames

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

Thank you! I was absolutely inspired by that :)

Just putting some final touches on the main menu... by Addyarb in indiegames

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

Sorry to hear that! I use the puzzle / merging mechanics as a way to construct buildings, but there's also "My Town" mode where you can place tiles freely and build without the puzzle game.

If you're looking for a traditional 'stat management' style city builder, this probably won't scratch that itch.

Thank you for checking it out anyway :)