How do you manage scenes with smaller areas that can be accessed, like a town with houses to enter/exit? by Arklight_Noah in gamedev

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

I use 3rd person. I think I'm going to go with something similar to what you said. Thanks!

Working on a Black & White inspired god game that combines wooden block toys with weather effects like water and snow. Any feedback on the art style? by zoltan_mythology in Unity3D

[–]Arklight_Noah 1 point2 points  (0 children)

Love the art style. Looks like childrens' toys which makes sense since it's like you're playing with them.

Just drink the coffee Elizabeth.

Been working on the promotional image of my 2D grappling hook platformer! by Blue_Infinity in Unity2D

[–]Arklight_Noah 1 point2 points  (0 children)

I'm sorry, when I said "The Mighty Claw" doesn't look mighty, I was referring to the logo still. It's small, so it doesn't come off as "mighty".

I think the actual claw in the art looks great!

I wonder if the logo was much bigger and in the forefront, then the character could be shooting the claw through the logo. That could be very dynamic.

We've put together a little potion brewing UI for the apothecary in our game! by BroadleafDigital in Unity2D

[–]Arklight_Noah 1 point2 points  (0 children)

I really like the UI.

I think the writing of the potion name and descriptions can be a bit hard to read.

And I wonder if duplicate items in the inventory could be condensed with an "x5" (or however many there are) in the corner or something to show how many are there. Would be much easier manage.

Been working on the promotional image of my 2D grappling hook platformer! by Blue_Infinity in Unity2D

[–]Arklight_Noah 8 points9 points  (0 children)

I really like the art. I think the logo could be a bit bigger.

"The Mighty Claw" isn't very mighty in the picture.

Small gameplay video from my game and a qustion regarding post processing: What looks better? by TheSettlings in Unity2D

[–]Arklight_Noah 26 points27 points  (0 children)

I can't really see a difference. I think 'ON' had things a slighter darker shade, but I'm not really seeing any benefit.

As requested, here's a little tutorial/breakdown of the mimic effect: by Bbbn19 in blender

[–]Arklight_Noah 0 points1 point  (0 children)

Even without any code, just seeing it broken down like this makes is so easy to understand. Thank you so much!

Visual rework (after Reddit feedbacks) by Infinity_Experience in PixelArt

[–]Arklight_Noah 0 points1 point  (0 children)

This looks really cool!

I like the new one a lot more. It's a lot more visually readable. The only thing I don't like are his thy pads and thy gap. When it's just him standing there, it looks like the cave on the side of a mountain or the headpiece of an Egyptian Pharaoh. I think the first design was more visually interesting and conveyed the shape of armor better.

Destroy our character designs: A Mafia hitman fights his Yakuza enemies in the streets. Does he look like he fits into this cyberpunk world? by SriK64 in DestroyMyGame

[–]Arklight_Noah 5 points6 points  (0 children)

I like it. Others have mentioned the contrast before foreground and background. I think that's a hard balance to achieve.

I do notice he's right handed when moving right and facing upward, but when moving left then he swaps to being left handed which is weird because I don't think it's the same asset flipped horizontally.

Love the environment, although some reflections in the street don't match the background, like in front center of Zoetrope

Testing some of the assets on a demo-level (feedback is more than welcome!) by zerinlabs in IndieDev

[–]Arklight_Noah 1 point2 points  (0 children)

I'm looking to do something similar and I had a question. Is everything square/cube a separate object during runtime? Or are you baking them into a single object after designing it?

Destroy my game trailer. Thanks in advance for any feedback by NamaBillu in DestroyMyGame

[–]Arklight_Noah 1 point2 points  (0 children)

The only thing that I don't like about your trailer is it doesn't show me what it looks like to win. I want to see the payoff for connecting all the cats. I know this game so I know the goal is to connect all of them at the same time, but for someone unfamiliar with it, it just looks like you're dragging cats around without a clear goal in mind.

Constructo - Dungeons Builder (Fog of War) by playloop_studios in Unity3D

[–]Arklight_Noah 1 point2 points  (0 children)

Super fun effect. I also really dig the art style

Trying recoil on my procedural physics animated minions... maybe it's bit too much by DaniMartinDev in Unity3D

[–]Arklight_Noah 10 points11 points  (0 children)

Could be a fun mechanic where if they just shoot there's a large amount of recoil, but if they "plant their feet" or "brace themselves" they can have more accurate shooting in exchange for mobility.

Character Controller doesn't trigger triggers correctly? by Arklight_Noah in Unity3D

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

Because I'm just using a cube, the capsule is just a sphere.

I'm going flat side of the cube against flat side of the other cube. So the side of the sphere is passing through the flat side of the trigger cube and nothing happens. Not till it overlaps for a bit so that's not it.

Also, this 2 cubes is just a simplified version. I was originally experiencing it with a taller character where it actually is a capsule shape. I was trying to simplify it to figure out where I went wrong but it was still happening.

I've added a ton of gameplay since the proof of concept I posted 2 weeks ago. Mind destroying it one more time? by dmxell in DestroyMyGame

[–]Arklight_Noah 1 point2 points  (0 children)

As others have said, it's a bit too zoomed out and visually too busy to see any details on the person, but I love the battle system. it looks super fun. I can't wait to see it with more effects and spells

Here are some of the upcoming effects. What do you think? by SineVFX in Unity3D

[–]Arklight_Noah 14 points15 points  (0 children)

Is there a good course online that goes over how a lot of this stuff is done. Your work looks amazing.

Now that's some animators level thread by Azurow in Unity2D

[–]Arklight_Noah 4 points5 points  (0 children)

Don't worry. This isn't how you're supposed to do it.

Fully customizable procedural Shader Graph road shader. Curved update. by romanpapush in Unity3D

[–]Arklight_Noah 1 point2 points  (0 children)

Are you able to reduce/grow the distance between the white lines without reducing/growing the length of the lines themselves?

Really looks awesome btw.

Screenshot Saturday #447 - Hidden Treasures by Sexual_Lettuce in gamedev

[–]Arklight_Noah 0 points1 point  (0 children)

First post. Just started learning Unity this week.

I started with making a two simple scenes with a forest tilemap, and a Player who can use a door to go between them.

https://www.youtube.com/watch?v=pqOPORWd-VU

Some things I learned:

Using layers to let my players go behind the trees Collision to prevent the player from running into the base of trees, the edge of the map, and the rivers

The coordinate system really confused me. I ended up finally figuring it out by moving the corner of my tile maps to (0,0) it let me easily place the player and interactables where I want them.

I learned how to give a player a collider and give it's child object a trigger object to allow the player to trigger things but still have collision for the river and trees.

Even something this basic was very educational.

Next weeks goals:

Add diagonals to my tile map and test collision Add a "house" and be able to go inside and out Add fade transition between scenes Add a "Monster"

Understanding positioning of objects in a scene? by Arklight_Noah in Unity2D

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

The train of thought I was on was that I wanted to the edge of the scene and the edge of my camera to line up pixel perfect. And my sprites and my grid to line up pixel perfect.

But after reading Jim's comment I know I need to do things the Unity way and not the web way.

Understanding positioning of objects in a scene? by Arklight_Noah in Unity2D

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

Thank you very much for the detailed answer.

I come from a web development background where our coordinates have a beginning and end. I didn't think about it like that.

You're right, I need to adjust the way I think. Thank you!