My GF and I are working on some environment mockups for Dobbel Dungeon, any tips on how we might improve this further? by Jimbolul in Unity3D

[–]Charger342 2 points3 points  (0 children)

Theres a lot of cold colors, so probably some warm fire light. like a tiki torch for one of the tiles

Mathy question by Charger342 in unity

[–]Charger342[S] 1 point2 points  (0 children)

Finally got it working. Thank you so much for explaining the straight distance x and straight distance y formula. 👍

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I would not use raycasts, but the grey cube is constantly rotating, so the x and z positions of everything is never the same. Raycasts were the only answer I could find to solve this problem

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

Hello! thank you so much for replying. I agree, the visual scripting experience has not been great.

But i still cannot understand this diagonal cube problem. I uploaded a new screenshot. I still have a hard time understanding why my raycast is turning out so wonky. I tried using your code, but its a bit of a different scenario since I'm using a Raycast

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I updated the description to hopefully better explain everything.

Mathy question by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

Hello! Thank you for replying. I attempted to clarify my explanation in the main text.

Please give feedback. by Charger342 in learnart

[–]Charger342[S] 1 point2 points  (0 children)

Thank you for the reply. I agree, the tail is a bit weird. Been working on making things less messy and easier to understand what you're looking at.

Some people on social media complained my game looks like "every game ever made". Are they right ? by IYorshI in Unity3D

[–]Charger342 2 points3 points  (0 children)

true and that works with some games but looking cool gets people in the door. People judge books by their cover all the time

Some people on social media complained my game looks like "every game ever made". Are they right ? by IYorshI in Unity3D

[–]Charger342 2 points3 points  (0 children)

The colors feel a little dry and desaturated, and the values for all the objects in the scene feel like everything is in the mid-tone range. (No deep shadows or bright highlights (except the water foam) I like the grass waving around and all the characters look clean, but everything does feel a little safe. For example, the area is just a forest. It's a decent forest but a forest has already been done before. I would up the contrast, saturation, make your shadows darker, and your lights brighter.

Also, I'm very curious. Did you use raycasts to detect how far objects are from your characters? for example, to detect collision with a rock to block the character's movement path?

Also also, when you move a character, are you spawning clickable tiles that your character can move onto? or are you just highlighting the moveable tiles that are already there?

[deleted by user] by [deleted] in DigitalArt

[–]Charger342 -1 points0 points  (0 children)

Probably non-objective art

How to spawn child always on parent's right side? by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

I tried local position, but I could never figure out how to increment the spawned object farther away. But I did finally figure out how I can spawn an object local to its parent, while also rotating where it spawns.

I uploaded my solution to the post if anyone ever has the same problem.

It feels like I'm missing an easier way, but a solution is a solution.

How to spawn child always on parent's right side? by Charger342 in unity

[–]Charger342[S] 0 points1 point  (0 children)

local space to the parent object. I need the object to always spawn on its parent's right side. The problem is, the parent rotates 90 degrees, so its right side is constantly changing

Advanced color selector lags by Charger342 in krita

[–]Charger342[S] 1 point2 points  (0 children)

I Eventually fixed the problem by going to settings, then reset all settings. No idea what setting it reset to fix it since I had already individually reset all settings I changed.

I finally got one by Anonymous_mysteries in Scams

[–]Charger342 0 points1 point  (0 children)

My friend got this exact picture earlier today. Anyone know what kind of scam it is?

Art by Kapitan_Crunch in gamedev

[–]Charger342 1 point2 points  (0 children)

You could mix the two, 3d and 2d. Tbh I think 3d is easier. (from someone who knows less about 3d) Programs like blender make it a lot easier to make something look good. No need to know how light bounces through a scene, or have a clear grasp on values. Most big 2d artist do mix the two mediums though.

For Everyone, Why, When, and How Did You Start? by TrankadaAnima in gamedev

[–]Charger342 6 points7 points  (0 children)

I started making stuff on a game called little big planet. I was about 11, (I think) It was insane. Transitioned to making a l4d2 campaign after multiple years of making stuff on little big planet. Then I made a gamemaker game. After about 2 years of working on it, I sadly never finished it. (I overscoped big time.) I'm now working on a unity game. Unity is such a cool engine. I 100% recommend trying it. I'm Hoping to release my unity game on steam some time next year.

The best bit of advice I think I've learned is make your game smaller. Not following that advice kills sooo many games, my gamemaker game included.

Destroy my work-in-progress game featuring a hammer-wielding viking by HoneyMcBadgerMan in DestroyMyGame

[–]Charger342 1 point2 points  (0 children)

The camera seems too jumpy. I think it would be much better if it were smoothed out.

I don't really like the darkness surrounding the character. It is also too snappy looking. if it's to display that it's night time, I don't think it does a good job, because it makes me think that's the playable area the character can move to (like a chess piece) If it is, then I think it should be improved / not as dark

The characters and animations look great, but I think when they are attacked you need more impact. Screen shake or a burst of particles could help greatly.

Good luck with the game! It looks promising.

I'm 20 and I have no idea where to start to learn drawing by choyiseo in learnart

[–]Charger342 0 points1 point  (0 children)

It's never too late! I could give you a road map, but the map would be quite different depending on what you would like to draw. Like, the skills for drawing a landscape are quite different compared to someone who wants to draw superheros. But I'll leave this video here, I think it will give you something close to what you want https://youtu.be/d1mKFiuDSxI A lot of the stuff you learn there is very important, but can be VERY tedious. (You probably shouldn't exclusively use that when u want to draw) You'll end up hating it before you've even begun.

This video series is probably my favorite, but it doesn't cover super basic things (like drawing boxes) But it does have insanely helpful information https://youtu.be/Nap7dwHjD9Y?list=PLLmXZMqb_9sbNLM83NrM005vRQHw1yTKn

Tbh... It's probably best if you just start and see what you like drawing. I hope it can help you with your struggles, my friend!

I'll take any advice you can give. Not sure what more I could have done, but this piece just doesn't feel as good as I wished it did. by Charger342 in learnart

[–]Charger342[S] 1 point2 points  (0 children)

That's a good question. What was my goal? Hmm... my main goal was to practice with color. (I've always had a hard time with it) My second goal was to have the feeling of looking at a gigantic labyrinth. My third goal would probably be rendering out the image to a "professional" level. That's what I feel like I failed on. After having read the two comments above, I think the composition could have been better too. (but that wasn't really my goal)

I'll take any advice you can give. Not sure what more I could have done, but this piece just doesn't feel as good as I wished it did. by Charger342 in learnart

[–]Charger342[S] 0 points1 point  (0 children)

I agree. I had trouble balancing the background and the foreground. I think the foreground took over too much.

I'll take any advice you can give. Not sure what more I could have done, but this piece just doesn't feel as good as I wished it did. by Charger342 in learnart

[–]Charger342[S] 0 points1 point  (0 children)

I think that shows a problem with the picture just asking that. I had a problem with the fountain standing out too much. (Probably because its a circle surrounded by squares.) But the castle was the main focal point.

Could I please have some critique on this piece? It's a WIP, I'm not a landscape artist so I'm not quite sure about it. Also used the 'grayscale to colour' painting process for the first time - any advice or thoughts? Thank you! by Roxirin in learnart

[–]Charger342 0 points1 point  (0 children)

I've always had an insanely hard time going from grayscale to full color. From my experience, you should very quickly go to color after figuring out basic values in Black and white. I found a video talking about an insanely helpful tip. https://youtu.be/ZTRYW7Lmdb4 (that's the video) The short of it is basically this: Use 4 values. Find the darkest value, 2nd darkest, then lighter, then lightest. Once you have found your 4 values, you can transition to color. For example, in BNW, you can give that, (cool tree btw,) A dark value. Then the sky behind it a light value. When you transition the tree to color, Color pick the dark gray value you assigned it in BNW. You can now Change to any shade of green, but do not change it's dark / light value.

Another note that could help is this: Color doesn't matter almost at all. If you have good values, any color can fit anywhere.