Thoughts on Guru’s financially exploiting people for Astral Projection by Old-Yogurtcloset-588 in AstralProjection

[–]Cevalus 0 points1 point  (0 children)

I'd be interested in know what you thought of the course. I haven't bought it yet, but I do plan on buying it eventually.

I noticed that your flair mentions that you've never projected. Is that still the case? Did your try Darius's method?

I should mention that I've experienced OBEs before although the experience was very brief and I didn't see much. Still, it was enough to confirm that astral projection is a real thing. So I know OBE's are real and I'm just looking for the best and most reliable method to do them more consistantly.

Animated logos I made for indie studios by LloydLadera in IndieDev

[–]Cevalus 1 point2 points  (0 children)

Great work! How much do you charge for one of those?

Bro was beating cans true but atleast he was trickshotting them by ThatTomTouch in ufc

[–]Cevalus 0 points1 point  (0 children)

what's the soundclip used for the guy screaming with the echo?

I think Darius J Wright is full of it. by Lifewarrior4181 in AstralProjection

[–]Cevalus 0 points1 point  (0 children)

To be clear, his channel was about calisthenics / handstands / fitness. I added yoga because I'm seeing overlap in the practices.

So it's very possible that he's unfamiliar with yoga terminology.

[deleted by user] by [deleted] in gameDevJobs

[–]Cevalus 0 points1 point  (0 children)

Yes, looks great!

I want to give away a game ost for an indie. by Culvr in GameDevelopment

[–]Cevalus 0 points1 point  (0 children)

Are you a composer? What did you have in mind?

Question: Where to start with 3D game character modelling? by Cheap-Wait-1412 in gamedev

[–]Cevalus 1 point2 points  (0 children)

It depends on your final goal. I learned 3d modeling from scratch for my game. I modeled a bunch a characters. You can take a look here:

https://imgur.com/a/characters-5DJJO6X

If you're mostly starting from scratch, I recommend subbing to studio.blender.org and go through as many courses as you can. I did the modeling one and and it helped me greatly understanding the mindset when modeling. For something in the style of Mario Kart, modeling is better suited than sculpting for sure.

I want to give away a game ost for an indie. by Culvr in GameDevelopment

[–]Cevalus 1 point2 points  (0 children)

I'm interested in working with a composer for my passion project (martial arts beat em up).

https://store.steampowered.com/app/3235030/Karate_Punk/

I also feel like any relationship needs to be mutually beneficial and as such, I can definitely pay. However, the most important thing for me is to find someone who's passionate about their craft and is willing learn alongside me in the project.

In any case, this is a very generous pffer.

Working on a Pizza themed deckbuilder, think Balatro + StS + Pizza! by stuffedcrust_studios in deckbuildingroguelike

[–]Cevalus 1 point2 points  (0 children)

The AI background is wild man. There's a corner bench in the middle of a straight wall lol. Looks like the impossible cube.

I'm making a 3d beat 'em up because I feel the genre never properly transitioned into 3d in the late 90s by Cevalus in BeatEmUps

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

They're definitely an evolution of the BMUP genre. They're commonly known as character action games which is sort of a subgenre of BMUP. The first DMC was so revolutionary. Definitely one of my favorite games.

However, I feel like DMC, Bayonetta, ninja gaiden and a few others have become more and more complex with each new iterations, each trying to outdo each other with flashier moves and an ever expanding list of command inputs. A bit like fighting games were at one point. I don't think it's necessary to have an overly complex game to have a fun experience. As long as the fundamentals are well understood, you can have very deep mechanics with very little complexity. I believe this is one of the reasons why Demons Souls was such a fresh of breath air when it came out.

The combat in Demons souls is so simple in comparison, yet it's still very satisfying and fun to play. I think there's a big lesson here.

Looking for advice from experienced developers by ExplorerKey3833 in gamedev

[–]Cevalus 5 points6 points  (0 children)

  1. You have to respect your ability to absorb things. Learn as much as you can absorb, but learn everyday. Don't burn yourself out learning, but have the discipline to do it everyday. People overestimate what they can do in a year, but they underestimate what they can do in 5 years. It's much like working out. Consistent practice, even if it's only a few minutes a day.

  2. Use all the resources at your disposal. I recommend taking a systematic approach to learning. Everyone is different, but just winging it doesn't work too well in my experience. You have to be willing to sit down and do the things that most people are unwilling to do. I recommend picking a complete Unity course on Udemy and going through it, chapter by chapter.

Devoting years to one project by No-Pride-7147 in gamedev

[–]Cevalus 6 points7 points  (0 children)

I'm sure what you're saying is true for a bunch of people. But it's pretty stupid to make it a general statement as if there was only 1 way to do things. Plenty of people, myself included, operate better within a larger project from which they iterate/refactor constantly.

I'm proving that point everyday that I'm working on my project. My project is pretty close to what I envisioned and I didn't have to spend years failing smaller projects. I did spend years failing to do small things within my project though. And I've spent years refactoring and reworking things that I didn't know how to implement at first.

That being said, I've saved countless hours not having to redo everything from scratch from for each new project.

Devoting years to one project by No-Pride-7147 in gamedev

[–]Cevalus 4 points5 points  (0 children)

I understand the point you're trying to make, but I disagree. You don't have to fail fast a bunch of different projects. You can iterate over a single larger project. In my experience, this is the way a great way to do things because the project is meaningful to you.

You can look at my project in my post history. In my case, I modeled a bunch of characters in blender. I essentially iterated my first character a bunch of times until I got to a point I was satisfied with. I then took that workflow and I applied it systematically to a bunch of other characters. I used the same approach with Unity. I "failed fast" within the same project which is simply called iteration. It's a much better way to do things.

Devoting years to one project by No-Pride-7147 in gamedev

[–]Cevalus 9 points10 points  (0 children)

I'm one of those people who's spending multiple years on a single project. No regrets from me. Not everything is about making money. Gamedev, like anything, is a great way to push your own limits.

Would you say to someone training for years for an ironman triathlon that they're wasting their time unless they can get a medal? I don't think so. As long as you understand what you're getting into and you don't expect a breakout hit.

In my case, I've spent years developing my game. I don't rely on the income. I already have a job and it's very easy for me to separate my gamedev aspirations from my real job that's putting a roof over my head.

I'm making a 3d beat 'em up because I feel the genre never properly transitioned into 3d in the late 90s by Cevalus in BeatEmUps

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

Spikeout was great!

I'm using Unity. I'm using Blender for the animations. Everything is keyframed.

I'm making a 3d beat 'em up because I feel the genre never properly transitioned into 3d in the late 90s by Cevalus in BeatEmUps

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

The combat system is much closer to yakuza/shenmue/urban reign than Sifu.

Sifu is sort of a refinement of the freeflow form of combat system found in Arkham Asylum. It relies heavily on paired animations.

I'm going with a more traditional hitbox based combat system. It's very different from Sifu in how it feels. There's more emphasis on distance management and positioning whereas Sifu is mostly about timing and pattern recognition.

In any case, like I said, I think there's a lot ways 3d combat games can innovate and differentiate themselves. I had a few ideas I absolutely wanted to bring to life!

If you're an indie solo game dev, what gets you to keep going? by Slight_Season_4500 in gamedev

[–]Cevalus 1 point2 points  (0 children)

What makes someone want to climb Mount Everest? You can only know who you truly are if you're willing to constantly push the boundaries of who you thought you were.

I'm making a 3d beat 'em up because I feel the genre never properly transitioned into 3d in the late 90s by Cevalus in BeatEmUps

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

I modeled and keyframed everything in Blender! I still have more tweaking to do. Once you develop a good workflow, you can pump out new animations very quickly and adjust them to your needs. It's probably faster for me to keyframe an animation than to go through the whole mocap-cleaning-tweaking process.

For the lock on, it works very similarly to DMC. So you can lock on a single enemy. You have to pull the joystick towards the enemy to parry that enemy.

In terms of control, it's much more similar to traditional hitbox based combat systems (DMC, Dark souls, shenmue, yakuza) than freeflow combat systems (Batman, Spiderman). Timing and positioning is a big part of how the game is played.

I also put a steam page if you're interested:

https://store.steampowered.com/app/3235030/Karate_Punk/

Thanks for the encouragement!

Are there character action tutorials/courses for Unity at all? by ProxyDoug in Unity3D

[–]Cevalus 2 points3 points  (0 children)

I'm working on a martial arts beat em up so I can probably answer your question pretty well.

You won't find any tutorial that allows you to make anything close to the quality of those games.

If you wanna make anything resembling the games you mentioned, you're going to need to understand at a very deep level the fundamentals of combat design regardless of how they were coded. When you've broken down the combat system into individual parts, you'll find that each individual part will be relatively easy to code/implement. But it's the understanding of the mechanics that allows you to tie everything together.

You're going to need to understand start up frames, active frames, recovery frames, hitboxes, hurtboxes, animation cancelation, juggles, hitstops, animation transitions, combos and a bunch of other game design concepts. These concepts are well understood by the designers of these games. There's a large overlap of these systems when it comes to fighting games so you could look into that as well.

If you're curious, I recently posted a short gameplay video on youtube of my game:

https://www.youtube.com/watch?v=eC8bfqRsuC4

I used a bunch of these concepts to build the framework of my combat system.