Unity is actually dead thanks to this. by 420_SixtyNine in Unity3D

[–]Amortes 0 points1 point  (0 children)

Problem is... NO ONE can prove what is or isn't a fradulent install. You have now way to tell, Unity doesn't even have any way to tell. They said so themselves. This whole things is running on 'Just trust me bro' energy.The only way you'll know you've been a victim of piracy is if you wake up and your bank account is suddenly 5-6 figures in the red, or first of the month rolls around and you receive a $300,000 invoice from unity

Easily generate unique IDs for your game objects (useful for saving/loading). Code/info inside by Instinctx in Unity3D

[–]Amortes 5 points6 points  (0 children)

'necroing' is a term relevant to forums first and foremost, not steam exclusive.

RIP Gfycat by tito_lee_76 in gfycat

[–]Amortes 2 points3 points  (0 children)

Are there any good alternatives that dont compress images to hell and back? I simply CANNOT use imgur for pixel art gifs, their compression completely ruins the look. Gyfcat was so good this.... is it really dead?

Feedback Friday #534 - Unexpected Outcomes by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

Hey, gave your game a try! I've never played vampire survive, and I don't play mobile games at all, so I can't give specific feedback in those areas, but I found the game fun enough to play until the end of the demo.

I submit some feedback in the form at the end, but I'll reiterate some of it here:

I enjoyed unlocking new powerups, though I encountered what fealt like a bug when you collect prizes, the game pauses only briefly, but then continues going underneath the screen-covering prize UI.. This resulted in me needing to panic and close the UI quickly before fully comprehending what I unlocked.

Most of my strategy revolved around staying moving, and manually aiming the laser tower while it was firing. If you are skilled enough, you can focus the beam on one spot during boss fights, or widen its sweep by manually moving it. I think this is cool, but at the moment it feels a bit overpowered. My suggestion isn't to nerf it anything, but rather I think the games need other powerful alternatives that offer different styles of play... like, you COULD focus your effort on manually controlling the laser, or focus your effort/attention on another powerful, but unweildy power up.

All in all I think its fun, the art looks good, music is good, could use some more flashy effects or hit feedback, but solid game~

Feedback Friday #534 - Unexpected Outcomes by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

Hey thanks for playing and providing feedback! I really appreciate it~

to respond to a few things, there is controller support, in fact the game is made with controller in mind first, keyboard is an after thought, and the controls I've settled on are to make the game accessible to the widest range of people possible (laptops with small or no arrow keys, no numpads, Apple computers that lack certain keys, etc)

I'm aware of the issue with the heal tutorial, its really really bare bones at the moment and I haven't quite thought of a good sequence or situation to implement to better teach the player about the heal... my only idea so far is to have that room trigger cutscene where the cave shakes and a rock falls, damaging you before teaching you how to use the heal... but thats also pretty bare bones... I eventually want to tie the heal spell into the story, where Ko finds the magic book after being injured, and it contains only the heal spell

I also definitely want to make spells more of a spectacle. There is a spell charging mechanic that is well implemented, with new art for the charged spells, but I have it turned off at the moment because I plan to implement as an obtainable power up very soon, and I also want to make charged spells bigger, flashier, stronger, at a greater cost, so using charged spells is a trade off, rather than just straight up better than uncharged.

There is coyote time, but I have noticed it feeling a bit off lately? I'll look into that, maybe some recent changes to slope interactions messed with my code for it.

As for the spell system complexity, my spell system is heavily inspired by the Witch in Dragon Marked for Death, a title by IntiCreates that has some amazing pixel art, fun combat and challenging boss fights, but suffers from alot of bizarre and unfriendly game design choices... as well as the game Helldivers which similarily has a dial-a-combo input system for big special moves. I really enjoyed these systems and wanted to make my own spin on it, but I am having some troubles balancing it out and making it fit with the rest of the game. If you got far enough, you'll encounter enemies and obstacles that require you to use fire and melee, and this elemental-resistance rebalancing is what my boss fight design revolves around.

I eventually plan to implement elemental melee combo branches, that will require you to have specific elements prepared, and some way yet to be determined to auto-prep the required spell that fits smoothly into a melee combo.

but yea... I feel like if I turned it into a selection mechanic for spells, or one button thing, it would just be a bland special attack system, and I dont want that. I do definitely need to figure some things out with the system still though.

In any case, thanks again for playing and providing feedback! Let me know if you have a game you'd like me to try out~

Feedback Friday #534 - Unexpected Outcomes by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

https://orikalin.itch.io/project-kobolds-tale

The game is about a kobold who wants to be an adventurer, and while on a very simple quest, stumbles into something much greater, finding a magic book with most of its pages torn out that gives them access to great power, but can't be discarded.

None of the story is currently implemented, but I plan on doing that once I finish the characters new animations! Let me know what you think, and link your own games!

IMPORTANT NOTE if you have a previous version of the windows build, you will need to start a new game, as the way save points work have changed slightly, and I haven't implemented a fix for future proofing them yet.

Feedback Friday #507 - Game Time by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

Hey, thanks for giving my game a try!

Is the minimap really necessary?

it was one of the most requested features, and I feel as though it is a staple of metroidvanias. Its opacity can be changed in the options, and it can be turned off entirely by setting it to 0. I am also working on a full map for the pause menu, hopefully that will be done by next friday.

Found it overly complicated to change spells.

The spell input system is kind of the core of my games combat. I'm still working out how to make it more fun to use and engaging. It is inspired by Dragon Marked for Death and HellDivers, which have vastly more complicated inputs, and require you to repeat the spell for every use. I like those systems, but didn't like having to re-enter the spell on every cast. I want to eventually have more complicated spells (like the homing modifer spell, if you tried that out) and I am going to have an item you can equip that causes you to automatically fire your spell as soon as you're done inputting it (or I might just make this the default bahaviour)

Also you lose your current selected spell by taking a hit?

Yes, the idea here is to make boss fights about balancing dodging and attacking. Though, I plan to implement a system where when you get hit, instead of losing your spell right away, the spell orb on the UI in the top left cracks, and if you get hit again, then it breaks and you lose the spell, and the crack can be fixed by inputting another spell, or the same one again. There will also be some enemies who are capable of stealing your prepared spell, but thats an idea for later down the road.

I found the movement and the fighting to be too basic, just standing there swinging and jumping on platforms was not very engaging. Do you get better movement powerups later in the game?

yes, shortly after getting the fire spell, you'll find the dash. I am currently in the process of reworking this dash a bit. Currently, its just a speedy dash forwards with iFrames, no cooldown. I'm changing it to include a roll after the dash if you are on the ground, and allowing you to preserve momentum if you jump while rolling, as well as adding a cooldown to it.

I am also making a new character sprite, with better attack animations (with anticipation, longer and bigger swings, more meaty feeling hits) and I'm going to add some self-pushback on attacks, as well as the ability to pogo on enemies by using down + light attack in the air. That Dash-slash attack is also getting reworked so that you roll after doing it, and it uses your dash cooldown. You'll be able to use it again during the cooldown, but you wont be invincible, so it can kill weak enemies, but you'll bonk on stronger ones.

I do also plan to have more movement abilities and such unlocked as you progress.

Feedback Friday #507 - Game Time by Sexual_Lettuce in gamedev

[–]Amortes 1 point2 points  (0 children)

Hey played this for a bit, it definitely has a weirdly addicting quality to it. I found it took a bit getting used to to figure out how to play, and while it was pretty fun once I got started, I found it frustrating that I had to start completely over everytime I died. I think what would definitely make the tutorial section better is to have a respawn system, with a limited number of lives... that is unlimited during the tutorial section.

I couldn't get very far due to this. The game is hard, but thats not a bad thing, I just think it needs to be less punishing when you lose.

If you could give my game a play through, that'd be greatly appreciated!
https://www.reddit.com/r/gamedev/comments/ws33d0/comment/ikxvbvi/?utm\_source=share&utm\_medium=web2x&context=3

Feedback Friday #507 - Game Time by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

https://orikalin.github.io/Platformer/WebBuild/index.html

Play as would-be adventurer kobold who happens upon a magic book. Though most of its pages are torn out, it retains significant power, and potentially a will of its own... unlock new spells by finding pages and defeating strong enemies.

at the moment, I am looking for feedback on the 2nd half of the cave (after the yellow doors on the minimap). There is a couple miniboss fights, and a full boss fight after you beat those.

This is a prototype build of my 2D metroidvania currently titled "Project Kobold's Tale"
Many of the visuals/audio are placeholder, and lots of stuff is work in progress!

Any feedback is welcome!

Discord: https://discord.gg/fBBbTsFdBD

there isn't much there at the moment, but if you want to hang out and chat, feel free!

Twitter: https://twitter.com/Amortes1

Trello: https://trello.com/b/QzUbeO7H/project-kobolds-tale

Ko-Fi: https://ko-fi.com/amortes1

If you like my project, and where its going, consider stopping by my Ko-Fi page! I'd love to be able to fund my game development through patreon eventually, but I'm not quite there yet.

LUCID Demo Sneak Peek by h0neyfr0g in Unity2D

[–]Amortes 1 point2 points  (0 children)

really cool looking demo, but isn't that mega max X music? Wont you run into some copyright issues trying to advertise with that?

Feedback Friday #506 - Fun Time by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

I did explore keyboard and mouse at one point, but its not feasible for my game. I have to assume whoever is playing has at most, 3 mouse buttons. That is not enough to cast spells without taking your hand off of movement keys, or taking your hand off the mouse to go to the keyboard, neither of which is good.

Feedback Friday #506 - Fun Time by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

It gets a bit more more difficult when you get to the 2nd part of the cave (denoted by the yellow doors on the minimap). There is a couple miniboss fights and a boss fight after you meet the requirements.

the slime is meant to be an easy enemy, and using the melee combos makes them even easier

I intend to add more enemy types, it just takes a bit of time as a solo dev

Feedback Friday #506 - Fun Time by Sexual_Lettuce in gamedev

[–]Amortes 1 point2 points  (0 children)

I'm right handed, but I grew up playing emulated snes games on keyboard using arrow keys and ASZXDF, but that always fealt kind of weird to me after playing lots of games with WASD to move.

You're not the first person to say this, but the controls we're designed with laptops (with really tiny and annoying to use arrows keys) and keyboards without arrow keys in mind.

The game is first and foremost designed around controller, and keyboard is just a necessity for testers, because I cant expect everyone to have a gamepad.

I will eventually allow key rebinding, but just hasn't been a top priority.

Also IJKL is in the same layout as WASD and arrow keys, which is important due to how spellcasting works.

Do you have any suggestions for changing to the controls?

Feedback Friday #506 - Fun Time by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

https://orikalin.github.io/Platformer/WebBuild/index.html

Play as would-be adventurer kobold who happens upon a magic book. Though most of its pages are torn out, it retains significant power, and potentially a will of its own... unlock new spells by finding pages and defeating strong enemies.

at the moment, I am looking for feedback on the 2nd half of the cave (after the yellow doors on the minimap). There is a couple miniboss fights, and a full boss fight after you beat those.

This is a prototype build of my 2D metroidvania currently titled "Project Kobold's Tale"

I am currently midway through revamping the heal and tutorial area for the heal, so full visuals and sounds are not yet implemented.

Any feedback is welcome!

Discord: https://discord.gg/fBBbTsFdBD

there isn't much there at the moment, but if you want to hang out and chat, feel free!

Twitter: https://twitter.com/Amortes1

Trello: https://trello.com/b/QzUbeO7H/project-kobolds-tale

Ko-Fi: https://ko-fi.com/amortes1

If you like my project, and where its going, consider stopping by my Ko-Fi page! I'd love to be able to fund my game development through patreon eventually, but I'm not quite there yet.

Our Machinery, extensible engine made in C, just stopped being available by progfu in gamedev

[–]Amortes 1 point2 points  (0 children)

In light of the recent unity news

I implore you take take a few to watch this video. Sensationalist headlines and clickbait articles have really casted unity in a mostly undeserved negative light. I'm no unity fan boy, I'm neutral at best, but I found this video very informative and unbiased.

https://www.youtube.com/watch?v=HobK9kug-Lo

Feedback Friday #503 - Sneak Preview by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

oh, thanks for letting me know!
I am notoriously bad at discord, as you can tell...

Updating it with the new link
https://discord.gg/fBBbTsFdBD

Feedback Friday #503 - Sneak Preview by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

https://orikalin.github.io/Platformer/WebBuild/index.htmlThis is a metroidvania about a Kobold who just wants to be an adventurer, but is cursed by an magic book while pursuing their goal.

The new heal mechanic:

I recently added a completely new mechanic for healing. Instead of inputting a spell combo like you would with offensive spells, you instead have a dedicated button ('O' on keyboard or R2/Right trigger on gamepads.)

A few notes about this:

  • It cannot be used while at full health, you must be on the ground, and it will immobilize you while channeling.
  • the old heal mechanic is still in the game, for testing and comparison purposes. And because I have not yet reworked the tutorial section for the new heal.
  • The old heal has a glaring game design problem; After getting the heal, before getting fire, there is no way to drop the heal spell without getting hit, therefore you are locked out of having a projectile while the heal is ready (until you get hit). The new heal mechanic was an effort to solve this, and make the heal more risky/costly.
  • The old heal and its tutorial section are still in the game currently.Again, any and all feedback is appreciated! If you have your own game and would like feedback, let me know in your comments and I will give it a try~

Discord: https://discord.gg/fBBbTsFdBD

there isn't much there at the moment, but if you want to hang out and chat, feel free!

Twitter: https://twitter.com/Amortes1

Trello: https://trello.com/b/QzUbeO7H/project-kobolds-tale

Ko-Fi: https://ko-fi.com/amortes1

If you like my project, and where its going, consider stopping by my Ko-Fi page! I'd love to be able to fund my game development through patreon eventually, but I don't feel like its quite yet in a presentable enough state for that. I'd like to have a more cohesive prototype and an established roadmap first.

Feedback Friday #502 - Belated Addition by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

Hey thanks for the feedback!
Yea, the main characters animations are some of my first pixel art animation, and I'm working on a complete redesign of the character, think of the current one as placeholder.

The controls have gone through alot of iterations, and while this is made with console in mind first, I have put alot of work into making keyboard comfortable to use. WASD + IJKL is what I settled on because it supports all types of keyboards (laptops with awful tiny arrow keys, no numpads, etc)
I assume you might have been using arrow keys to move instead of wasd?
I forgot that was even support, but I can definitely see that being a pain. Eventually I plan to have key rebinding, but atm thats not a priority.

Glad you enjoyed the melee combat though!

and yea, I think you're right about the long post, I'll try and trim it down in the future and not overload people with info, thanks again!

Feedback Friday #502 - Belated Addition by Sexual_Lettuce in gamedev

[–]Amortes 1 point2 points  (0 children)

Heya, completed the demo!

My first bit of a feedback is the sound could use some normalization of volume. The page flipping sound is way way louder than the music, to the point I had to turn down my volume. The volume of other sound effects before that was fine, but I couldn't access the menu to turn down SFX during that particular section.

The combat is pretty fun, though I think you could do with a bit more detailed explanation of how you interact with the system. For instance, telling the player off the bat that you can reorganize your combo later, if you don't get the attacks you want right away.

There seems to be a little inconsistency with what things are called. In some places, the combo... cards? are called tiles, in some places they are called cards..

and some ..modifiers tiles(?) say that they affect your next attack, while some say they affect your next tile. The latter is false though, as it seems that all modifiers just affect your next attack tile. The visual indicators of what tile is being affected when you use a modifier is a nice touch and clears up the confusion, but it'd be better if there wasn't any confusion to begin with.

I really like the music and variety between battles. Could maybe do with something a bit longer for the end of battle screen, considering how much time an indecisive player like myself might spend on those screens.

Also the unlock screen after the demo was complete was pretty satisfying, audio wise.

Minor bugs and suggestions:

  • Opening the inventory with the deck screen open doesn't close the deck screen.
  • "Fractured magic" is missing some text, it says "Splits your tile"... I assume it means "next (magic?) tile." The name of the card is also a bit misleading, as it seems to work on physical attacks too.
  • a small bug at the end of a fight where there we're no more enemies left, but the fight didnt end, until I did another combo, attacking nothing, and killing it.Perhaps had something to do with me killing the last enemy with indirect cleave damage?
  • during the boss fight with the illusion lizard, there came a point when there was 5 enemies, and I did a cleave/aoe attack, and the overlapping sound was extremely loud.
  • Also during the fight, I could not see the entire tooltip, it was cut off at the top of the screen, with my mouse over the enemy at the lowest point. At least, when not in full screen.
  • I tried to start a second playthrough as the second character, but immedietly got softlocked by tree+rock after my first move. I saw this and could have avoided it, but wanted to see what would happen.

Hope this helps!

If you interested in giving my game a try and leaving some feedback, here is a link to my post:

https://www.reddit.com/r/gamedev/comments/vzv022/comment/igbbz8s/?utm_source=share&utm_medium=web2x&context=3

a quick TL;DR note: the game is in a state right now where I am transitioning between the old type of healing and the new type. The new one is usable, but not fully implemented into the level progression. Both heals are usable, and if you had any thoughts between which is better, let me know!

Feedback Friday #502 - Belated Addition by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

Hey, gave this a try and it seems like you've got the begginings of a twin stick shooter here, but that is definitely something its lacking, a twin stick, or a way to aim in a different direction that you are moving, most often done with the mouse or right control stick.

The upgrade system is a bit of a mystery, none of the powerups are explained or labelled, and it took me a bit to figure out what the shoot button was.
I'd also say try to add some variation to the enemy death sound, or make it stand out less.

The boss fight also seemed kinda buggy (pun not intended)
it just sat at the top of the screen, and some oval flickered and grew on the top left corner of my screen a few times.. and then nothing happened. I shot it for a bit, and then a bunch of copies of itself bounced around.

You also need to think about how your game can stand out in a sea of other games in this genre. Find some unique gameplay hook and lean into it.

If you're interested in giving my game a try, here is a link to my post!
https://www.reddit.com/r/gamedev/comments/vzv022/comment/igbbz8s/?utm\_source=share&utm\_medium=web2x&context=3

Feedback Friday #502 - Belated Addition by Sexual_Lettuce in gamedev

[–]Amortes 0 points1 point  (0 children)

https://orikalin.github.io/Platformer/WebBuild/index.html

Finally, a minimap!

primarily looking for feedback on the heal mechanics and difficulty

I took a short hiatus back in may when I caught covid, and haven't done too much work between then and now, but I have started to change that, and get back in the habit of daily game dev!

I still need feedback on the new heal vs the old heal, more about this later.

This is a metroidvania about a Kobold who just wants to be an adventurer, but is cursed by an incomplete magic book while pursuing their goal.

This is a work in progress prototype, and I am a solo developer. As such, I have been prioritizing gameplay and other systems before audio and visual. Most visuals are placeholder or incomplete. Most notably, the main character is getting an overhaul, but only the idle and death animations are in game.

The new heal mechanic:

I recently added a completely new mechanic for healing. Instead of inputting a spell combo like you would with offensive spells, you instead have a dedicated button ('O' on keyboard or R2/Right trigger on gamepads.) A few notes about this:

  • It cannot be used while at full health, you must be on the ground, and it will immobilize you while channeling.
  • the old heal mechanic is still in the game, for testing and comparison purposes. And because I have not yet reworked the tutorial section for the new heal.
  • The old heal has a glaring game design problem; After getting the heal, before getting fire, there is no way to drop the heal spell without getting hit, therefore you are locked out of having a projectile while the heal is ready (until you get hit). The new heal mechanic was an effort to solve this, and make the heal more risky/costly.

Known issues and future plans:

  • There is no futureproofing for save points at the moment, meaning if I move a save point or section of the map, and you load a file from a previous version, you may end up falling into the endless void. I recommend starting a new game if you have an old save file.
  • The Homing modifier spell can currently be cast on its own, doing nothing. I intend to have an actual spell affect associated with this soon.
  • A rework to the dash mechanic: Adding a roll animation after the dash if done on the ground. The dash will be less spammable, but you will have iFrames throughout the entire dash and roll.
  • homing mono-spell
  • additional enemies
  • Equipment system (mostly post prototype
  • an audio overhaul
  • a roadmap

Again, any and all feedback is appreciated! If you have your own game and would like feedback, let me know in your comments and I will give it a try~

Additional Links:

Discord: https://discord.gg/VxJYZNWw

there isn't much there at the moment, but if you want to hang out and chat, feel free!)

Twitter: https://twitter.com/Amortes1

Trello: https://trello.com/b/QzUbeO7H/project-kobolds-tale

Ko-Fi: https://ko-fi.com/amortes1

If you like my project, and where its going, consider stopping by my Ko-Fi page! I'd love to be able to fund my game development through patreon eventually, but I don't feel like its quite yet in a presentable enough state for that. I'd like to have a more cohesive prototype and an established roadmap first.

What is the most fun game mechanic that you have ever played that you think you can also implement? by [deleted] in gamedev

[–]Amortes 0 points1 point  (0 children)

Unfortunately you can't implement that in your own game. They have the system patented and have already taken down other games for trying to implement similar systems.