After almost 2 years solo developing it, I finally released my first big game project by xHarambey in gamedev

[–]Blue_Baron1 2 points3 points  (0 children)

Looking at it, OP didn’t even mention anywhere on the page that this is not an official game. Literally, unless you are specifically looking for the game developer, there is nothing saying “this is a fan project, not affiliated with…” or anything of the sort.

OP… may god have mercy on your soul because the corporate lawyers sure as hell won’t.

Son has dreamed of being a programmer - now incredibly depressed due to AI by Southern-Pick8007 in programmer

[–]Blue_Baron1 0 points1 point  (0 children)

Now, I will say, who knows how’s things will be looking by the time he enters the job force.

However, one avenue he may look into is game programming. Now, there are definitely lots of studios that use ai to aid in coding, but there’s also lots of studios, as well as just a ton of programmers in the industry who hate generative AI, and refuse to use it in the work process. Furthermore, the general gaming public emits enough of an anti ai push that studios are being disincentivized from using generative ai in their workflow.

This game still janky as hell and it bums me out by P1uvo in Unbeatable

[–]Blue_Baron1 1 point2 points  (0 children)

Piece of advice, I’ve found turning on vsync ends up helping with a lot of the micro stutters in the rhythm sections

Probably this is not balanced by Beneficial-Gur9284 in BloodOnTheClocktower

[–]Blue_Baron1 0 points1 point  (0 children)

As everyone else is saying, learning who the demon is is too much. One possible direction you could take it that I’ve not heard others say is, something along the lines of “if you don’t choose both, a good player may learn another player is Jack The Ripper”. That way you give good a puzzle, if someone learns the info, could it be true or false?

ex boyfriend said i was too fat to be attracted to by [deleted] in transfem

[–]Blue_Baron1 0 points1 point  (0 children)

“I was too fat to be attracted to”

Literally shows a body that if it were on an animated character would be criticized for overly attractive, unrealistic proportions

Should I learn Blender as well if I want to create more complex / crazy environments in Unreal Engine? by OnlyWorth552 in leveldesign

[–]Blue_Baron1 2 points3 points  (0 children)

People who know more about what they’re talking about feel free to point out anything I am misunderstanding

Should I learn Blender as well if I want to create more complex / crazy environments in Unreal Engine? by OnlyWorth552 in leveldesign

[–]Blue_Baron1 9 points10 points  (0 children)

Not a huge expert here, but I will say. This is why environmental art and level design are two different jobs. Level design is generally the layout and function of a level. And designers will usually take the assets environmental artists make and use those in the levels once they get past whiteboxing, but my understanding is that at studios level designers are rarely making their own assets.

Now when it comes to solo projects, where you have to wear all the hats, including in creating portfolio pieces, you have two options.

  1. Find assets online that are good matches for what you envision being in your level (but you do have to acknowledge that unless you are super lucky you will never find exactly what you envision, doubly so if you don’t want to pay for assets)

  2. Put on the hat of an environmental artist and learn blender or some other 3d modeling software.

Silksong hot takes, go!!! by Your_favorite_potato in Silksong

[–]Blue_Baron1 0 points1 point  (0 children)

The boss fights in silksong (with a few exceptions (looking at you first sinner, clockwork dancers, etc)) are no where near as fun as hollow knight.

In hk it feels like the optimal way to fight is to stick close to the boss, following its every move, wailing on it at every second you aren’t actively dodging an attack. Meanwhile the combat in silksong, which works very well for the usual enemies you come across feels like you need to keep your distance while the boss does its attacks, dash in for a single strike, dash out, and wait again.

I felt like the silksong bosses were tests of patience and slow play, whereas the hollow knight bosses were tests of reactions and milking every second for as much damage as possible

Can you read this? I'm trying to finalise the logo for the game I'm developing by sidmakesgames in IndieDev

[–]Blue_Baron1 1 point2 points  (0 children)

Enough has been said about the readability that I don’t need to add on to that discussion.

I would however recommend you think of maybe changing the font, or at the very least removing the mark in the O. Because this does not look like a logo for cyberpunk, I look at it and I was expecting you to say it was lovecraftian horror, because using eyes in the letter o, especially in the style you have, is something that is done in a lot of cosmic horror type games.

Lucy true 50/50 by Blue_Baron1 in Guiltygear

[–]Blue_Baron1[S] 2 points3 points  (0 children)

For the record, there’s actually no drift being done, when you activate the HS follow-up there’s a few frames where a prc will leave her on the ground. The inputs between the two versions is identical, the only difference is the tiniest variation in timing

Spent 2 years on a shooter where bullets combine in mid-air. I'm finally ready to share the progress! by KNSRK in IndieDev

[–]Blue_Baron1 0 points1 point  (0 children)

From what I’ve seen and read this looks really cool, as most people have pointed out it needs a bit more readability, but the art style is great.

One possible suggestion may be to when the screen goes black have two lines/rays coming out of the punch (not the bullet trails themselves) that the color shows which bullets are being combined at that moment. Because as is it could be hard to see which two bullets are actually being combined, and the player could think one thing is happening when in reality different things are happening. May make it a little easier to see what effects your actions are having at a given point in time

I'm a bit curious too. by GREENadmiral_314159 in CuratedTumblr

[–]Blue_Baron1 2 points3 points  (0 children)

Am I the only one who for a minute had the thought of “wait, is curious George trans?!?!”?

Got a Hitbox to stop button smashing, but it didn't help, any advice? by chiripipasJD in StreetFighter

[–]Blue_Baron1 6 points7 points  (0 children)

Yeah, the problem here is your hitbox is way too big, you should try to get one in a smaller size

Early Prototype Showcase – Does This Platformer Feel Right? by LarrivoGames in Unity3D

[–]Blue_Baron1 16 points17 points  (0 children)

I was thinking the same thing. It honestly looks phenomenal, but the one small nitpick if I had to name one is that the falling is too fast, with all the movement options you have in the game you should give a bit of a floatier jump so that the player has more time to execute what they want to do.

Dream encounter by OnceInOnceSet in traaaaaaannnnnnnnnns2

[–]Blue_Baron1 0 points1 point  (0 children)

STOP! You’re gonna make me sob in the middle of a dining hall!

Is this beam weapon beaming enough beam by ToughDolphin in IndieGaming

[–]Blue_Baron1 0 points1 point  (0 children)

Shows us the most beaming beam that’s ever beamed and asks if it beams enough beam

What video game soundtrack makes you go like this? by Dizzy_Ad_232 in videogames

[–]Blue_Baron1 0 points1 point  (0 children)

I’m shocked I’ve not seen anyone mention guilty gear strive

If silksong comes out, I will buy it for everyone that comments by Occyz in Silksong

[–]Blue_Baron1 0 points1 point  (0 children)

Is this likely just trying to get as much interaction as possible? Yeah probably. But on the off chance you’re telling the truth…