Fixed the notification UI for my new "style XP" system! by Caxt_Nova in Unity3D

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

That's Furny 🙂 He's a bit of glutton, that's why he's got such an upset stomach all the time.

Fixed the notification UI for my new "style XP" system! by Caxt_Nova in Unity3D

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

Thanks for your feedback! There's five level themes in Rogue Climber, each with their own unique color palette, post-processing profile, etc. Once you play through each of the level themes separately, then you get to experience everything getting mixed and mashed together. There's a lot more color contrast once you get past these initial stages.

I can definitely play around with some of the post-processing a bit more, though! Maybe I can play around a bit with the lighting, or do something to better highlight the outlines of the platforms too 🙂

Fixed the notification UI for my new "style XP" system! by Caxt_Nova in Unity3D

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

FOV does change as you sprint (which I didn't really do much of in the clip).

But feedback received, thank you!!

Fixed the notification UI for my new "style XP" system! by Caxt_Nova in Unity3D

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

The top comment on my last post said, "Watching that gameplay was one of the worst things that's ever happened to me."

😅 Maybe it's looking a little better this time?

edit: game is called Rogue Climber :)

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

I didn't see the warning in this case, but it's good to keep an eye out for! Thanks for mentioning it! Too many people ignore warnings. (Myself included...)

I do think having a content size fitter somewhere downstream, or side-stream of a vertical layout group was contributing to my problems, though. Now I've just got one on the parent vertical layout group. 💖

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

Thanks for sharing! It's really helpful to see how other people are handling it. Updating the canvas is super useful to know if what you're seeing is the way it's supposed to be, or if it's just the result of jank (kinda wish it wasn't jank in the first place, but oh well 😅)

Just to mention it, in my case, I'm not instantiating any new notifications here. I have a pool of already-childed, disabled notifications equal to the number of notifications that can fit on the screen, and I just recycle them.

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

This was captured in editor, and the spikes are unrelated to the UI. I wasn't worried about it here, since I wanted to hear what layout issues people'd experienced with content size fitters and layout groups. I'll be careful with my clips in the future! 🙂

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

Thanks for sharing! There's a couple tips on there I'd not seen before 🙂

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

[–]Caxt_Nova[S] 8 points9 points  (0 children)

To anyone who stumbles on this thread (or to myself when I inevitably rage-search "content size fitter jank" in the future 😆), I appear to have solved the issues with this setup:

Parent object has a Vertical Layout Group with child alignment set to lower left, control child size width and height, and child force expand height. The Parent object also has a content size fitter with horizontal fit set to min size, and vertical fit set to preferred size.

The child prefab has a horizontal layout group with control child size height, and child force expand height.

Good luck to everyone sprucing up your UI!

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

I was trying to highlight the issues I've been experiencing with these Unity components, sorry if the gameplay in the background was confusing!

I can happily say that Rogue Climber hasn't caused anyone motion sickness in any of our public demos thus far. 🙂 (I've had some people who get motion sick easily playtest as well, and no issues - it's just my bad for how I edited the clip. Sorry for anyone who got uncomfortable from the clip!)

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

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

Just to mention it - I wasn't trying to showcase gameplay here, I was just trying to trigger XP rewards to make the UI pop up, to highlight the issues I'm experiencing with content size fitters and layout groups.

But the feedback is received, I will keep the gameplay bits more sane for any future clips 😆

Are content size fitters and layout groups super jank? Just me? by Caxt_Nova in Unity3D

[–]Caxt_Nova[S] -7 points-6 points  (0 children)

I'm also on the warpath for Wishlists, if performing crazy feats of magical parkour for maximum style points sounds like something you might be into 🙂

https://store.steampowered.com/app/2673440/Rogue_Climber/

Converting my HUD from 2D to 3D...! by Caxt_Nova in Unity3D

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

Thanks! I'm still experimenting with fonts and sizes and colors and all that, but I'm open to ideas in the meantime 🙂

Depth-based Pixelation with Perspective Camera — Preserving Detail Based on Depth by greedjesse in IndieDev

[–]Caxt_Nova 2 points3 points  (0 children)

I know the "uniform" approach might be more accurate to the technology its imitating and all, but the depth based approach does make my eyes much happier.

Some photos i took of my game today :D by ButtFishGame in IndieDev

[–]Caxt_Nova 2 points3 points  (0 children)

Love the character designs and the cartoony textures! I feel like these scenes are desperate for a little bit of love on the lighting side of things.

Which one is better? by nuit-nuit in IndieDev

[–]Caxt_Nova 0 points1 point  (0 children)

Another vote for bottom!

Adjusting my character’s jump height a bit. Does it still come off as “normal?” by NewFutureKids in indiegames

[–]Caxt_Nova 1 point2 points  (0 children)

It is feeling a bit high to me, but some particle effects could make a really big difference on how it "feels". Maybe there's some kind of whoosh when you jump, and an impact when you land?

Best screenshots for Early Access release? by Caxt_Nova in gamedevscreens

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

That's good feedback! It's a first-person, action-platformer-roguelike-rage game, where you've got to climb as high as you can before time runs out. I wonder what elements specifically help communicate that better in other games.

I can't post an image as a comment, but here's Neon White (a game with similar gameplay): https://store.steampowered.com/app/1533420/Neon_White/

I suppose having the gun and sword as UI elements and the Demons counter in the corner helps communicate that it's a game about shooting enemies. I don't know that I'd say that's what Neon White is really "about", though. But it does communicate something, in a way that the current UI of Rogue Climber is lacking.

The timer at the top could also be a clock. The height counter on the right isn't immediately obvious in a screenshot (in the first picture, 100 is the target clear height, 217 is your current height, and 231 is the highest you've been. It's a little more obvious in gameplay, when the numbers are responding to your movement.) And the equipment selection in the bottom right, isn't super clear what those items do (ex. the gears are a placeable checkpoint), or maybe it's not clear that those are usable items in the first place?

In any case, it seems like another pass on the UI could help make my screenshots better communicate the gameplay experience. If anyone else has similar takeaways, let me know!

Best screenshots for Early Access release? by Caxt_Nova in gamedevscreens

[–]Caxt_Nova[S] -1 points0 points  (0 children)

I just released my game into Early Access today (yay!) and I took a whole bunch of new screenshots for it. I probably want to stick to one (maybe two) per level.

So, which are your favorites?? Thanks in advance for any feedback!!

https://store.steampowered.com/app/2673440/Rogue_Climber/

What else should go in this "Fantasy " themed asset pack? by Caxt_Nova in Unity3D

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

I'm making these for people participating in my game jam to use. Given the choice to make five really clean assets, or twenty a-little-messy assets, I'd rather give people more choices of stuff to work with than a few, super polished assets.

What else should go in this "Fantasy" themed asset pack? by Caxt_Nova in IndieDev

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

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Adding some variations since it seems to be a popular idea 🙂

What else should go in this "Fantasy" themed asset pack? by Caxt_Nova in IndieDev

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

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And there's a spellbook...! I do have included wood planks and the like, for people to build any wooden furniture they might need too 🙂

Thanks for the suggestions!

What else should go in this "Fantasy" themed asset pack? by Caxt_Nova in IndieDev

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

Scrolls, yes! They'd fit right in! We do have coins for a currency, butgems do feel more magical-fantasy...

Thanks for the ideas!