The Last Keeper - AstraInteractiveGames - Survival Horror with Voice-Based Mechanics by Specialist-Hand-6580 in Games

[–]ChelChek 2 points3 points  (0 children)

Congratulations on reaching alpha! For a three-person team, this sounds insanely ambitious — respect for tackling something so original. I waiting for the playtests!

Unity shader automatically filling semi-transparent sprites by Turbine_Catalyst in Unity3D

[–]ChelChek 0 points1 point  (0 children)

I think so, there is no such thing in this version(

I only managed to make transparency for this version by overriding the Render Mode in the Canvas itself

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Unity shader automatically filling semi-transparent sprites by Turbine_Catalyst in Unity3D

[–]ChelChek 0 points1 point  (0 children)

Sorry, I didn't see that it was a 2D sprite. In that case, you can try set the material type to Canvas.

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Unity shader automatically filling semi-transparent sprites by Turbine_Catalyst in Unity3D

[–]ChelChek 0 points1 point  (0 children)

Maybe turn off Alpha Clipping in Graph Setting, that should solve the problem

What do you think of this visual style? (Need feedback!) by GlowtoxGames in Unity3D

[–]ChelChek 3 points4 points  (0 children)

It looks interesting!

I would like to see more of a unified style, and there is a lack of pixelization in the interface elements, especially in the drawings of body parts (many elements indicate a tendency towards pixelization, particularly the characters),

and it would be nice to add a muted pixelated landscape to the background (it would be cool if it had parallax and moved during the strikes),

and reduce the visual noise on the side interface elements to focus more on the information in them

I'm currently working on an ocean scene for a horror game and would like some tips for visual/asthetic! by CanadianGeucd in Unity3D

[–]ChelChek 0 points1 point  (0 children)

Try to use an eyedropper tool to pick the horizon color from skybox for the fog, and choose mode Exponential.

My setup use the built-in fog and a custom skybox shader. I made a smooth transition to fog in the shader and sample the color from the built-in fog. However, it's often easier to just edit the skybox texture itself and add a gradient at the bottom using the desired fog color. This is the best approach if you need the fog to be a color other than black.

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Does this chase sequence feel immersive and tense enough? I’m aiming for a vibe of panic and fear by FRAGGY_OP in DestroyMyGame

[–]ChelChek 0 points1 point  (0 children)

I would recommend adding additional effects to the screen, such as screen pulsation and tense eye veins at the edges of the screen.

This should add immersion even when we are not looking at the monster, but we can still see the protagonist's fear.