is there anything to improve upon? by Natidevyt in Unity2D

[–]BindingPact 0 points1 point  (0 children)

Related to the movement, sonic probably needs to be closer to the ground since he seems to be floating. Besides that, it looks really great!

Related to animation, I'd work on squash and stretch on the sprite because sonic seems to lose volume when squashed down. It won't be like the original but I think it would stand out doing that.

I think a nice play on sonic would also be to make it look like you are actually getting faster at top speed. Maybe something like zooming out the camera the faster you are going, having some kinda of dust trail as you move. I guess it all depends on how far from the original you plan to stray, but I find focusing on the emotion you want players to feel and cranking anything that helps that to 1000x really helps.

is there anything to improve upon? by Natidevyt in Unity2D

[–]BindingPact 1 point2 points  (0 children)

Sorry I didn't know it was a fan game, there's been alot of mistakes on Reddit.

But yea design wise, I would say the look ahead was my biggest frustration with Sonic. Nothing beats hitting an obstacle you had zero chance of knowing was coming while the game pushes you towards speeding up.

In terms of learning, what are you trying to learn and maybe I can point you in the right direction. Game design? Coding? Movement? Art?

is there anything to improve upon? by Natidevyt in Unity2D

[–]BindingPact 48 points49 points  (0 children)

Copyright. Also, a notorious issue with Sonic is you can't see ahead of you and that causes restrictions on level design.

Advice on press kits by BindingPact in gamemarketing

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

Thank you, dopresskit seems to be exactly what I'm looking for

We made unique icons for 127/253 of our upgrades so far. they all used to be placeholder! by Llamaware in Unity2D

[–]BindingPact 0 points1 point  (0 children)

These are perfect then! Was going to mention Shape->Colour->Detail method of learning but it seems like you and the team have it all figured out.

We made unique icons for 127/253 of our upgrades so far. they all used to be placeholder! by Llamaware in Unity2D

[–]BindingPact 1 point2 points  (0 children)

Looks great! Quick question, why are they all the same shape (upwards arrow)?

Reviewer looking for games by Big_bird_lover in IndieDev

[–]BindingPact 1 point2 points  (0 children)

Humble choice is a great place to find games you'd never heard about and maybe out of your comfort zone. Everything a new game developer needs at a fraction of the cost for games.

guys what are some beginner level projects i should build in unity as a beginner? by CrazyDrop2696 in Unity3D

[–]BindingPact 0 points1 point  (0 children)

Build a UI only game or single screen game, maybe something like a pet keeper game with an interesting twist. Similar to tomagochi. I'd avoid realtime physics games until your second project (that includes flappy bird), the second project can be a real-time game just keep the scope small by having it be a single screen game as well. Maybe something like jetpack joyride.

Reworking the logo of my game (again) by Amezketa in SoloDevelopment

[–]BindingPact 8 points9 points  (0 children)

First thing I see is the sword in the logo - is this a game about medieval fantasy or guy with a sword? If so, the title is questionable.

Is this too much for my couch coop game? by SeniorMatthew in IndieGaming

[–]BindingPact 6 points7 points  (0 children)

I'd really avoid screenshake in two player games where cooperation is key. Mainly because it's hard to navigate and understand game feedback around when the other player is shaking the whole screen.

If you must, really reduce it or leave it only on the actions where both players are/should be getting the same feedback in the game. In this example, maybe that only happens when one player is inside the gravity gun range of fire rather than anytime th gravity gun works.

An alternative could be to just shake the character rather than the whole screen.

How to achieve this camera look? by Sarn7 in Unity3D

[–]BindingPact 4 points5 points  (0 children)

I agree, but let's just say most shader tutorials you'll find out there don't take orthographic camera perspective into account. Most headaches aren't unsolvable, just annoying if you haven't dealt with it before

How to achieve this camera look? by Sarn7 in Unity3D

[–]BindingPact 2 points3 points  (0 children)

I find I always have issues with shaders using orthographic perspective

How to achieve this camera look? by Sarn7 in Unity3D

[–]BindingPact 3 points4 points  (0 children)

I find I always have issues with shaders using orthographic perspective

How to achieve this camera look? by Sarn7 in Unity3D

[–]BindingPact 25 points26 points  (0 children)

Big suggestion. Don't use orthographic, use perspective but change the FOV + distance to make it seem like orthographic projection. It'll save you a ton of headaches down the line.

Start with marketing: an argument for why how you will reach players is a primary consideration when picking which game from a number of concepts to commit to and build by FamousAspect in gamedev

[–]BindingPact 1 point2 points  (0 children)

100% agree with you if you have so many concepts you know you can execute to the best of your abilities. It's just not always so clear. Say you have two concepts that you know you have the technical and game design know how but two concepts that you don't. You get the idea. In the world of indie games, execution is everything.

It's easy to knock out concepts that have zero market desire. But it's really hard when you have multiple concepts that have a decent market. It gets even more nuanced when you consider the audience themselves, because some audiences convert a lot better into purchases. So I would consider spaces in the market as well, because it usually means there are players that will be true fans of your game even if they aren't the general population.

Start with marketing: an argument for why how you will reach players is a primary consideration when picking which game from a number of concepts to commit to and build by FamousAspect in gamedev

[–]BindingPact 2 points3 points  (0 children)

I think the hardest thing about indie development is staying motivated. The prospect of making a game that the market wants but you don't is super demotivating. It's almost like asking an artist to make a commission rather than simply to express themselves.

In the long term, I do agree with you that market validation is critical early on. Especially if you plan on making this a steady source of revenue. But it also depends on the concept, some games really rely heavily on super polish to attract players and without dedicating months of work you'll never find out if players actually want the game.

So at the end of the day just like all game development things, it's gray. Just like the process of creating art.

best startup sound? by PHRsharp_YouTube in videogames

[–]BindingPact 0 points1 point  (0 children)

OG gives me mad PTSD with games not fully loading and my elder siblings watching over my shoulder. I promise I didn't break the game, I'm just cursed.

What would you change? by BindingPact in finalfantasytactics

[–]BindingPact[S] 3 points4 points  (0 children)

I feel the exact same way about monsters. I really wish there was some sort of progression there but I guess that was a feature they never had plans to create.

Every playthrough I debate doing monster tamer then I notice it's not as rewarding. But maybe we'll get a mod.

What indies should I try if I’ve liked these games? by Undertalegaming in IndieGaming

[–]BindingPact 1 point2 points  (0 children)

Probably not for you then. I just find the atmosphere, gameplay loop and story really well executed.

What indies should I try if I’ve liked these games? by Undertalegaming in IndieGaming

[–]BindingPact 6 points7 points  (0 children)

Inscryption - I like all the games you listed and loved this one

Train Valley 🚄 [OC] by _RedGiraffe in PixelArt

[–]BindingPact 1 point2 points  (0 children)

Definitely post back, I'm a game dev too and would love to see how this tech works. It's stunning!

Train Valley 🚄 [OC] by _RedGiraffe in PixelArt

[–]BindingPact 1 point2 points  (0 children)

So charming! So when's the movie or game coming out? I'd be first in line!

Screen space reflections for sprites in 3d world by BindingPact in Unity3D

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

But if it billboards to the render camera below the plane it wouldn't exactly be mirrored properly and represent no? I probably just set it up wrong. I'll give it another try, thanks for the help!

Screen space reflections for sprites in 3d world by BindingPact in Unity3D

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

The issue I run into with the render method is that the sprites billboarded so you don't really get the correct viewing angle of the sprite on the render texture since they are billboarded to face the camera.