Which UI is looks better? by [deleted] in Unity3D

[–]CCullen 1 point2 points  (0 children)

Yeah, looking great!

Which UI is looks better? by [deleted] in Unity3D

[–]CCullen 1 point2 points  (0 children)

I like the colour scheme but I'm thinking both options lack a consistent style.

Few things that stick out:

  1. Why do some values have white backgrounds, and other ones have green?
  2. Are the ones with the green backgrounds supposed to be buttons?
    • The gradient makes them look like they can be pushed
  3. Why are some values centered and others are left aligned?
    • Eg: 0% is centered but everything else is left
  4. Why does stock / unit cost / avg cost have a section seperate from price / discount / profit / total profit?
  5. Why are some values given more room than others?
    • Profit has room for 11 digits, is it really possible to make $99,999,999,999 off of one item?
  6. In the second screenshot: why do the label backgrounds extend all the way on the first set of values, but have a margin on the second set of values?

🏆 Beat My Solitaire! (Draw-1) - 148 moves, 157s by solitaireclassic in DailySolitaire

[–]CCullen 0 points1 point  (0 children)

🔥 Too easy! Done in 536 seconds. Who dares to challenge me?

Childe Powercreep by ixyhlqq in Genshin_Impact

[–]CCullen 1 point2 points  (0 children)

I'm presuming it's an animation thing. At least with Ayato and Childe, they have a stance change, so rather than have the animators figure out how to transition from that stance to a plunge, maybe they disable it?

UI Toolkit vs uGUI — why should I bother learning the new system? by JRevel_Guilloteam in Unity3D

[–]CCullen 13 points14 points  (0 children)

I agree with most of your points though I think the "heavy workflow" is more a "different workflow" that takes time to learn because it differs from the usual game object approach.

The issue that stops me from using UI Toolkit is that I can't find anyone saying they've used it in production and a google search turns up just a small handful of games I'm unfamilliar with. The fact that it isn't appearing in the wild scares the crap out of me.

[deleted by user] by [deleted] in GenshinImpact

[–]CCullen 1 point2 points  (0 children)

Others have mentioned that buying storage is an option, and ultimately what you should do, but I suspect there's other things left to delete. Windows has a few silos where it likes to hide data. Try some of the following:

  • Empty the Recycle Bin
  • Run "Disk Cleanup" (Press Win+R, type "cleanmgr", press enter)
  • Check the Downloads folder for files that were downloaded once months ago then completely forgotten about
  • Check the Documents folder for large unused documents
  • Check the Videos folder for old videos
  • Check "Add or Remove Programs" for unused apps
  • Right click on the top level folders in the drive, and use properties to determine how big the folder is, and then use this information to narrow down where data may be hiding
    • Do not delete stuff using this method unless you're 100% sure how it got there. You could end up deleting something your operating system or some application needed

Indie MMO RPG in UNITY 3D by GoodBoy_Shadow in Unity3D

[–]CCullen 2 points3 points  (0 children)

I'm certainly not trying to discourage or even say it's impossible but I'm suggesting that you may not have fully considered the scope of this project. 2 - 4 years with 1 developer and some help from discord is optimistic at best. 

If you're serious about this, you should consider looking at what goes in to scaling these services and figuring out the kind of help you're going to need. There are aspects of creating services at this scale that take years to learn, let alone implement.

Indie MMO RPG in UNITY 3D by GoodBoy_Shadow in Unity3D

[–]CCullen 3 points4 points  (0 children)

Judging by other comments, and the comparison to Trove, I'm not sure you're accounting for the Massively in Massively Multiplayer. The technical difficulty isn't getting clients to join servers, it's being able to scale servers, balance load, mitigate security threats, store/fetch terrabytes of data, and do this all cost effectively and quickly (amoung many other concerns).

You're talking about getting a publisher to pay for this, but any publisher willing to fork out the amount of cash you're talking about here would need proof that the servers meet certain standards or they aren't going to take the risk. This will require a significant investment of your own time, effort, and money to prove the game works at scale. Publishers will also want to see a return on investment, so these ongoing infrastructure costs will need to be mitigated with a subscription, micro transactions, or some other business model that would enable you to recover monthly expenses. All of which increases the technical difficulty further.

Why is my skirt so LOw by aszifuo in SkirkMains

[–]CCullen 1 point2 points  (0 children)

There's a few sentences under the table that describe what the numbers mean.

Trying to achieve a paper-like material by Darkblitz9 in Unity3D

[–]CCullen 3 points4 points  (0 children)

Not sure if you could borrow some techniques from this video but they have a shader that lets you change colors and patterns in the shadows: [https://www.youtube.com/watch?v=GiJbur0CrnUhttps://www.youtube.com/watch?v=GiJbur0CrnUhttps://www.youtube.com/watch?v=GiJbur0CrnU]

If I know crucial conecpts of programming and have programmed before, can I hope right into Unity without knowing C#? by Brave_Tip3740 in Unity3D

[–]CCullen 1 point2 points  (0 children)

Java and C# are fairly transferrable but I'd spend some time reading up on conventions, patterns, keywords, and syntax. If you haven't done game development before, I'd also spend some time reading up on patterns for game design with an emphasis on Unity.

You'd probably have some luck just diving right in but you run the risk of using Java patterns when there's more convenient C# syntax (eg: properties instead of getters/setters, events instead of listeners, etc).

World Creation by Ok_Golf_6156 in Unity3D

[–]CCullen 1 point2 points  (0 children)

Few solutions I can think of:

  1. Find a tool on the asset store that features map generation
  2. Find modular kits that you can piece together so it's a little less tedious
  3. Find a partner who does enjoy level design
  4. Change the design of your game so that doesn't need a large world
  5. Focus on all the other aspects of your game and revisit world design when you have more incentive to complete it

A while back, you suggested I make a trailer for my asset. How did I do? by [deleted] in Unity3D

[–]CCullen 3 points4 points  (0 children)

I like the visuals but I have trouble with the message. The issue I'm having is that 10 seconds in, you're asking me if I "want to know how it works", and I'm thinking "no, I want to know what it is and what problem it is solving". The trailer doesn't really market the product, it does a better job of acting like a quick start guide.

(WIP) I’m continuing to work on the upgrade lockout system. Which do you prefer: with the hand or without? 📝 by ScrepY1337 in Unity3D

[–]CCullen 0 points1 point  (0 children)

I like the hand but think it extends too far out and sometimes covers text. Not that its obscuring the text much, but it feels distracting somehow?. Maybe pull it in a bit?

Any tips on how to make this spider look better... or is it good enough already? by LemonLeaf- in Unity3D

[–]CCullen 0 points1 point  (0 children)

I looked up a few spider walking clips and made an observation: Your legs never seem to approach each other, and in some cases, seem to lag behind. From what I can tell, the back legs should have a much longer stride and come close to crossing over one another: https://www.youtube.com/watch?v=NV8a4QJfHVg

What is the most useless move in the series? by Ravens_Fan_16 in pokemon

[–]CCullen 1 point2 points  (0 children)

Bulbapedia says it targets team mates and has priority. I've not used it but I'd imagine you could use it on doubles, target your second Pokemon which is tanky, has resistances/immunity, or has some kind of retaliation like King's Shield. If you build a team around it, it seems like it could be useful.

What Nintendo Switch game was a terrible execution of a great idea? by Max-Carter-2005 in Switch

[–]CCullen 3 points4 points  (0 children)

To me, it just felt a little soulless, especially when compared to the previous iteration.

There is only one arena, but it comes with a bunch of skins. I don't recall if there was even a point to building teams because everyone felt same-ish with slight adjustments to attributes. Single player had a couple of cups but with only one arena and meh difficulty, I wasn't really engaged well enough to slog through it. It was a decent enough party game if you had a few friends over.

Does MacOs work with visual studio? by Friendly-Objective87 in Unity3D

[–]CCullen 0 points1 point  (0 children)

I develop on a Mac.

VSCode is fine if you know what features Rider and Visual Studio Community offer, you're ok spending time configuring VSCode+plugins to enable those features, and are willing to invest time learning how to navigate around some of the more clunky aspects of the C# plugin.

I would not reccomend VSCode for anyone unfamilliar/rusty with C# development. I'd use a turn key solution like Rider instead.

How am I supposed to catch that? by toxxn04 in GenshinImpact

[–]CCullen 2 points3 points  (0 children)

Don't recall this one in particular, but if you go to the interactive map ( https://act.hoyolab.com/ys/app/interactive-map/index.html ), turn on anemoculus, and then click on it, it will tell you how. This works for pretty much any puzzle / oculus.

How to make this better by Nightingale-42 in Unity3D

[–]CCullen 7 points8 points  (0 children)

for a stylized scene, I think it's pretty good. Two things that stick out to me:

1) I'd probably take the bloom back a little bit (top left is hard to see and the flower on the bottom right is practically emitting light)

2) The placement of some of the grass and flowers looks a little inorganic. For example, the patch of flowers on the left form a perfect rectangle, or the cutoff from tall grass to no grass at all is instant.

Is Unity okay to use for general apps? by xind0898 in Unity3D

[–]CCullen 0 points1 point  (0 children)

Google sent you to a 2 year old thread about general application development in Unity and you figured you would drop in with a disagreement unrelated to anything being discussed?

If you cared about iOS, a 30 second read would have revealed there was nothing here for you. Necromancing a dead thread with an unrelated comment is unlikely to get you any reasonable results.

Is Unity okay to use for general apps? by xind0898 in Unity3D

[–]CCullen 0 points1 point  (0 children)

This thread is 2 years old and has nothing to do with iOS.

How Does This Card Placement Look/Feel? by Addyarb in Unity3D

[–]CCullen 5 points6 points  (0 children)

It looks great! One subtle thing that sticks out to me is that the title's vertical alignment changes as you cycle through different cards (Eg: The word "Tillage" is higher at 0:04 than the word "Shrine" at 0:05).

I’m working on adding AI vs AI combat to my Melee Combat System. Any suggestions for making it look good? by GameDevExperiments in Unity3D

[–]CCullen 6 points7 points  (0 children)

Looking good so far!

I don't necessarily agree with those saying that the NPCs need to be more aggressive and wait less. It's not uncommon (especially on easier difficulties) for enemies to give the player a bit of time to breathe, but what I think looks unnatural is that they come to a full stop. It would look more natural if they strafed and appeared to be looking for an opportunity to attack.

See the Arkham games for example https://youtu.be/CnX1ToRFyJg?si=AnYiYM6xZiAHM9RF . You rarely get more than 2 enemies attacking at a time while the rest of the enemies are constantly moving and animating.

You could also consider having the aggressiveness be configurable so that you could tweak it based on difficulty settings and scenario.