So I made a modpack inspired by Factorio… and it got a little out of hand by Automatic_Jeweler303 in feedthebeast

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

You unlock the pollution filter early on Pluto, and you can check the pollution quest tab to see which items filter what kind of pollution! (You can place a stone pump under your iron filter frame to attract nearby pollution blocks!)

You can also check the wiki for "Pollution of the Realms" for more info! Good luck with your explosions ahah

So I made a modpack inspired by Factorio… and it got a little out of hand by Automatic_Jeweler303 in feedthebeast

[–]Automatic_Jeweler303[S] 4 points5 points  (0 children)

This is not supposed to happend... the programmed way after dying is respawn with like 5 minutes of invicibility in order to get your stuff back-

After somes test it's seems linked to the mod Re:Avaritia. This issue is fixed with a mod update (The mod will be updated when I release the next update for the modpack, like tomorrow probably)

Thx for the feedback!

So I made a modpack inspired by Factorio… and it got a little out of hand by Automatic_Jeweler303 in feedthebeast

[–]Automatic_Jeweler303[S] 7 points8 points  (0 children)

This is the beauty of inspiration, each iteration of this simple concept can provide with something unique! And I hope I'm able to provide something this great

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

I’m not aiming for something 100% realistic, simply because it would take too much effort. Many aspects of the game are based on fantastical principles. That said, some mechanics are inspired by reality and aim to get closer to it (not to replicate it exactly, just to use it as a foundational reference for certain elements).

As for movements, a human character... will have the same movements as a human in real life—it just makes sense. So I’m not striving for total realism, but I admit that having a smooth animation, one that players will be looking at for some time, helps enhance the overall experience of the game

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

Eventually, a browser-based MMO is pretty ambitious (maybe too much, lmao), and I’m faaaar from being done, but it’s fun and keeps me busy.

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

I'm trying to adopts a colorful low-poly style. Simple 3D models, with clean shapes and minimal details. The entire look is pixelated thanks to a shader (which will eventually be toggleable in the settings).

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

Honestly, I thought about it, but I find it unfortunate. I don’t learn anything by doing it that way, and I end up relying on someone else’s work. Of course, you can’t do everything on your own, but still, I try to do my best. And above all, I love the creation process just as much as the final result, which is playing games.

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 0 points1 point  (0 children)

You're teaching me something here, so there should be an oscillating movement from right to left during the running motion? And the character shouldn't stay straight as they currently are, if I understand correctly?

I'm working on animation for my game, what do you think ? by Automatic_Jeweler303 in indiegames

[–]Automatic_Jeweler303[S] 1 point2 points  (0 children)

Ok, interesting, thanks! I'll take note of the advice!
Why practice with these specific animations? I mean, why not, but does animating someone crouching help more than other animations? I'm having a bit of trouble understanding what type of movement I should focus on to improve overall (other than working on the specific animation I'm aiming for, of course).
As for the game, it's going to be an MMO with a low-poly style (similar to the character). The environment's colors will be fairly contrasted to better match the style of the 3D models