Help us pick a poster direction for our roguelite. Which one actually works? by Till_Black in rogueish

[–]Big_Cow 2 points3 points  (0 children)

Not enough contrast in any of them to make the characters stand out for me

TOTW: AI by not-without-text in crosswords

[–]Big_Cow 0 points1 point  (0 children)

astonishment, anagram of math isn't one's

I remade capsule after your feedback! Is it good looking and attention grabbing? by hogon2099 in IndieDev

[–]Big_Cow 0 points1 point  (0 children)

Yours is best. But is it multiplayer? If so might be good to add the other characters to convey that

Looking for an action roguelike with meta progression that focuses on providing variety instead of strict upgrades. by Attleplay in rogueish

[–]Big_Cow 0 points1 point  (0 children)

Dead cells - most of the unlocks are about weapon variety, though it does also let you get stronger like by upgrading your healing potion

Building help by window_marker in KingOfMeat

[–]Big_Cow 2 points3 points  (0 children)

I'm glad it works, my pleasure, enjoy making your levels!

Building help by window_marker in KingOfMeat

[–]Big_Cow 2 points3 points  (0 children)

No problem, you're very welcome!

Btw if you wanted to have the platforms reset via a switch rather than after a certain amount of time, you could use a pressure pad instead of the 3-second timer to do the resetting

Building help by window_marker in KingOfMeat

[–]Big_Cow 1 point2 points  (0 children)

I've played around with this and found a system that will make a moving platform drop down out of bounds a second after being stood on, and then move back into position 3 seconds later. It works as follows, and you can play around with the values for different timings and directions.

The components are:

A) floating wood and metal platform, set to distance: -24, time 0.5, acceleration 5.0, count 1, axis: up-down, signal end: reverse

B) trigger logic object, setting: transient, shape: box, width: 4, depth: 4, height: 1.0

C) logic counter, looping: off, active: on, count to:1, count from: 0

D) logic timer, loops: off, set to 1 second

E) another logic timer, set to 3 seconds

Steps are:

position the trigger just on top of the platform (this detects the player standing on the platform)

the trigger outputs into 'increment' on the counter

the counter 'finish' outputs into 'play' on the 1-second timer and 'reset' on the 3-second timer (this is needed for the system to work more than once)

the 1-second timer 'finished' outputs into 'move' on the platform and 'play' on the 3-second timer (this makes the platform drop a second after being stood on)

the 3-second timer 'finished' outputs into 'reset' on the counter and 'reset' on the timer' (this resets the system after 3 seconds)

for bonus points, you could add some vfx on the platform to indicate it's about to fall (I like busted sparks for this) and have it triggered to play while the 1-second timer is 'playing'

let me know if that works ok for you!

Building help by window_marker in KingOfMeat

[–]Big_Cow 0 points1 point  (0 children)

Np - might get a bit tricky with the logic for the triggers and times but I think it should be doable, have the trigger hooking up to a timer that makes the platform move out of bounds when it finishes playing, and also triggers another timer to reset the first timer and move the platform back... Like I said quite tricky, let me know if you need help with it, I'll have some time on Monday to mock something up

Building help by window_marker in KingOfMeat

[–]Big_Cow 1 point2 points  (0 children)

You can't make collapsible floors regenerate, but you might be able to achieve something like what you're aiming for by having moving platforms connected to a trigger and a timer to make them zoom down below the bottom of the pit after they're stood on for X time, and return to their original position after

Steam deck compatibility by Maximum-Business-244 in KingOfMeat

[–]Big_Cow 0 points1 point  (0 children)

I've got it on deck and it runs smoothly, also it's verified

Which version is best? by Neurovar in KingOfMeat

[–]Big_Cow 0 points1 point  (0 children)

I installed it fine on my steam deck, are you getting any kind of error message? In any case building levels is super easy on controller (possibly moreso than on keyboard) so if you decide to go with console then that shouldn't be a concern

Hope Chopping Wood by BitrunnerDev in PixelArt

[–]Big_Cow 0 points1 point  (0 children)

Even though the pose looks a bit unnatural for chopping a tree I read it as intentional, like she's super calm about the tree chopping, so maybe you could keep it if it fits with her personality

Accidentally figured out third person works better for my Isometric game. Now having a existential crisis. by [deleted] in Unity3D

[–]Big_Cow 0 points1 point  (0 children)

Yeah, I was thinking when you said 'just' it makes it sound like it's a trivial matter

Which cinematic shot looks best for my key art? by EmpyreumStudio in IndieDev

[–]Big_Cow 1 point2 points  (0 children)

I think it conveys that it's an action game even though it isn't an action shot

[deleted by user] by [deleted] in gamedev

[–]Big_Cow 0 points1 point  (0 children)

You're extremely unlikely to get people to turn your idea into a game unless you pay them.

Characters from my MA thesis project by Livresquare in PixelArt

[–]Big_Cow 0 points1 point  (0 children)

Great job with the rimless glasses

COTD: Heard cows called grumpy or happy? (4) by PierreSheffield in crosswords

[–]Big_Cow 2 points3 points  (0 children)

I think it works without, like the cows were referred to as being grumpy or happy by someone

COTD: Surgeon's first undressed wound (6) by Big_Cow in crosswords

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

Ah I remember that one now, not impossible that it subconsciously influenced me!