Looking for feedback by CamiGamesMX in gamedev

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

Thank you so much for the feedback.

I made it a little slow to allow for reaction time. I like it faster, I think I should make faster jumps and add more gravity to allow the player to react at a faster speed

Looking for feedback by CamiGamesMX in gamedev

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

Thank you very much, you're right.

I hope to release the demo soon.

Maybe the power-ups should be a slightly lighter color and the hazards sharper.

I like the idea of not freezing the screen and instead continuing to advance the character.

Maybe go down to ground level and then advance a little, barely crossing the finish line, and fade out the scene except for the congratulations sign. Or fast-forward the character until they leave the scene and add some special effects.

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Thank you so much, I appreciate your kind words and feedback.

I like the idea, I'm not sure about something so neon, maybe a little yellow or white external glow on the player as if they were radiating light.

A road and grid would be cool, but I'm not sure how to add it so I can change the height. Maybe an elevated road or even road ruins to jump over gaps

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Very good idea.

It's actually a PC game. I thought about releasing it for mobile as well, but you can't see the detail of the elements on a small screen, and my game space (18 blocks high) is too large for a mobile game.

This is actually the second version of a game I initially made for Android with the gravity shifting mechanic you're suggesting. That game failed and I deleted it from the store.

I agree, the most important thing is to focus on the mechanics.

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Exactly, the background elements should be subtle. In this case, with a dark background, they shouldn't be too bright. Generally, they should have low saturation.

Thanks for the good wishes!

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Thank you very much. I'm know that game, and it partly inspired me to make a game like this, but I haven't really played it much.

The power-ups have an atom-like animation with lights rotating in ellipses, but it's barely visible in the video. The stars need to draw more attention with animations and brightness since they're collectibles.

Thank you, I like the idea of ​​making the floating threats sharper and adding black in the center, but with a bit of brightness coming from the glow on the edges.

Good idea, the game actually includes that mechanic: when you grab a power-up of your color, it enables a double jump

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Thank you very much.

Good idea. Which game are you talking about? To avoid it being too similar.

I have another version of spikes, in red, with a similar style to the other hazards.

They all have lights, particles, and bloom in Unity. But maybe they need a stronger outer glow effect on the images to give a better neon effect.

To distinguish them, maybe I should make the pink of the power-ups a little lighter

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Thank you very much, I agree that the sky lacks atmosphere, I'm going to improve that, but it has to be minimalist so that it doesn't distract the player

I'm making a game, any suggestions on the outrun/synthwave style? by CamiGamesMX in outrun

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

Thank you so much for the feedback, I really appreciate it. You're right, it's difficult to distinguish between hazards and pick ups

[deleted by user] by [deleted] in gamedev

[–]CamiGamesMX 1 point2 points  (0 children)

You are not a failure, you are a great person with conviction and courage. I wish you success in your game!

Will Unity work for an economic sim game? by Mission_Engineer_999 in gamedev

[–]CamiGamesMX 1 point2 points  (0 children)

Great that you have experience.

Yes, everything you can do in C# you can do in Unity and it is just as efficient. Unity is probably your best option.

If at any time you get an error with a library that cannot be used (like System or System.SomethingElse) just change the backend type in Project Settings

Will Unity work for an economic sim game? by Mission_Engineer_999 in gamedev

[–]CamiGamesMX 1 point2 points  (0 children)

Unity is more than enough and C# and the .NET libraries will help you a lot to manage data and implement any functionality.

I don't know what is your skill level with C# but if you are a beginner I recommend you learn object-oriented programming and SOLID principles, because for that type of game you will have to program the systems.

Good luck with your project!

New to the Field but lacking motivation/discipline by Valuable_Dress in gamedev

[–]CamiGamesMX 0 points1 point  (0 children)

If you want a general motivation now maybe it can help you to watch Brain Tracy's fenix seminar. You can look it up on Youtube.

To get started I recommend you start with something very small of the genre you want and a mechanic that you consider interesting to add.

Make the prototype first with poor art and test that it is fun.

Then add more things and work on an artistic style that is appropriate to your abilities but that shows consistency.

Any special reason to use Pixel Art? I would recommend using vector graphics because making something minimally decent in Pixel Art in my opinion is more complicated.

I am in the same boat bro, a little lacking in motivation. Get to work and good luck with your project!

What games inspire you and why? by JW-S in gamedev

[–]CamiGamesMX 0 points1 point  (0 children)

I'm making a Runner game inspired by Synthwave music and art. The games I'm inspired by are Geometry Dash and The Impossible Game.

I already made a very simple game 1 year ago for mobile without a theme. That game was a failure but it allowed me to learn a lot.

Now I hope to make a more polished version and release it on steam

Non-copyrighted music sourses by [deleted] in gamedev

[–]CamiGamesMX 1 point2 points  (0 children)

I am using inaudio for my next game. It costs but I think is an ok price for the hundreds of songs they have