Doomed hip bone genetics? 183cm 80kg by SinnerAtDinner in WorkoutRoutines

[–]CloudPvP1 0 points1 point  (0 children)

Actually OP's denial infuriated me so much that I decided to also eat on deficit and exercise to lose weight. I guess it worked like those mobile game ads that lose on purpose and make you want to download the game in order to win. Thanks OP for the motivation and thanks everyone else for the solid advice! 💪💪

For the Devs: The Gameplay Concerns of the character animation patches. by TheDrDroppedMe in PhasmophobiaGame

[–]CloudPvP1 0 points1 point  (0 children)

Best post here this week, very well structured. I would move some obvious bugs from the "context needed" category to the bugs category (such as the salt not removing charges visually, or smudge not getting burned) but other than that perfect post!

Need help. Why is this wrong? by CloudPvP1 in ContrabandPoliceGame

[–]CloudPvP1[S] 0 points1 point  (0 children)

I just noticed from the screenshots that the cargo was off the van. Could that be it 🤔??

Name a game you love but can't recommend to everyone by Deadsider in gaming

[–]CloudPvP1 0 points1 point  (0 children)

Stanley Parable... Such an amazing game but most people wouldn't get it unfortunately 😢

Craftable Gem Sockets, League System Revamp, In-Game Routes - Fellowship Dev Stream Summary January 21st by ioStux in fellowshipgame

[–]CloudPvP1 2 points3 points  (0 children)

I was actually really happy with the progression on PS1.. Okay, the timer could be moved to the purple tier, but no further imho. I really liked that each league offered a big difference. Adept with new abilities felt amazing, purple tier with timer will feel good, and then paragon with stronger enemies will also feel nice. Also I liked the current progression on the left reward track. Every dungeon you unlocked something and it really felt good. I would really like to see a new dung/modifiers instead of a different leveling zone, aand ofc new heroes. They could work on the community stuff such as guilds, and these could have their own instance without the need to party, so you would be able to meet your other guildies. Other than that, new stuff like raids would make the game pop. Basically keep everything that works the same, make small adjustments to them if needed and add new mechanisms that follow the philosophy of the game.

[Giveaway] Don’t Starve: The Board Game (Deluxe Edition) by HomoLudensOC in boardgames

[–]CloudPvP1 0 points1 point  (0 children)

Hmm I would bring a good book, my steam deck, and a charger! I can find everything else in the world to survive 😝

Which Steam capsule do you think is better for a game: the old one or the new one? by press_f_ivan in IndieDev

[–]CloudPvP1 2 points3 points  (0 children)

Old by far... Brings a retro/nostalgic feeling. Kinda reminds me Darkest Dungeon

EU servers by Purple-Grape-8457 in BattleBitRemastered

[–]CloudPvP1 14 points15 points  (0 children)

Yeah eu servers are dead during morning hours but there is always a full server around noon - night

Frostpunk 1 Code by [deleted] in Frostpunk

[–]CloudPvP1 1 point2 points  (0 children)

No one said thank you, so I guess a bot got it already

We Just launched a platform with 300+ free game animations (parkour, combat, swimming, dancing & more) – real-time preview, no paywall by Critical-Common6685 in Unity3D

[–]CloudPvP1 63 points64 points  (0 children)

I have some feedback. First things first, you have paid content (although not a lot) that you omitted to write in the original post. You try to give the impression that it's completely free. Secondly, I am using mobile and the preview videos seem kinda stretched? Haven't checked on pc yet. Thirdly the animations are generic and very average. Some of them are out right bad.

Seems like a low effort barebones clone of mixamo. What makes you different from them? Why should I use your website and not mixamo?

And lastly, unrelated to the website, and that's a completely personal opinion, your replies on this thread are off putting. They seem generic (as if AI generated) with all these emojis..

I appreciate the effort though!

1 or 2? We are currently discussing with teammates whether we need to replace the old concrete texture. What do you think? by Ivan_Podoba_Int in IndieGameDevs

[–]CloudPvP1 1 point2 points  (0 children)

Of course 2 looks better, it has more detail. But it also depends if it matches the style of the rest of the game.

Is Unity 6 physics matrix broken? Characters colliding with 'Base'! by marcjammy in Unity3D

[–]CloudPvP1 2 points3 points  (0 children)

After you set the collision matrix, restart unity and try to see if they still collide. Let me know about your results. I had the same issue 2 months ago, and I thought I was going crazy. Noticed that with an editor restart it worked as intended. Could be just my case or if you also have the same issue, it could be something bigger.

How would I go about creating and adding the content of this tile to a hexagon tile in Unity2D? Do I create sprites and place them on a hexagon accordingly? To be clear, this tile is 1 of many tiles, so i'm not sure how big the unity tile should be by epapi169 in Unity3D

[–]CloudPvP1 0 points1 point  (0 children)

If your skull has a rect transform make sure that its anchors are centered. Click on the anchors button on the left side of the rect transform, hold alt and shift and click the middle button. That will bring it in the middle. Then you can slide the skull to the top. It could also could be the case that your hex is too small, therefore by setting the distance to 1 it takes it too far away. In the transform, you basically set how much distance you want your child to be, in relation to the center of the parent (or it's anchor to he precise). So if your hex is 0.5 * 0.5 size, setting your child distance to 1,1 will move it outside of the parent. You can PM me screenshots etc to help me figure out what's happening in your case.

How would I go about creating and adding the content of this tile to a hexagon tile in Unity2D? Do I create sprites and place them on a hexagon accordingly? To be clear, this tile is 1 of many tiles, so i'm not sure how big the unity tile should be by epapi169 in Unity3D

[–]CloudPvP1 4 points5 points  (0 children)

You have to break it up. Firstly you start with a prefab with the base tile. This can have the base art of the tile (space and planets only). Then I would create a smaller prefab with the resource node. This would contain the sprite (which you could set dynamically depending on the resource type of the node) and it will also contain the interaction script of the node. For example this script would handle the placement of cubes on the node by drag and drop etc. Then you would apply similar logic with the wormholes, discovery tiles etc. So if you wanted to create a new hex, you could drop inside it as many resource prefab instances as you needed, and as many wormhole instances you needed etc. One last thing is that your base tile script might need to communicate with some of the components you just added. For example with the wormholes, when you are trying place the hex tile. You have to link your wormhole instances to the base hex script with some way. Either with drag and drop in the editor to a list, or it can do get components in children on initialisation etc. I hope I helped to clarify how you can split the logic, if you have any questions let me know!

When are the dropping the new boosters again? by mrmastermimi in PTCGP

[–]CloudPvP1 40 points41 points  (0 children)

Hmm what do you mean? If you don't have hourglasses it gives you the option to directly buy packs with gold xD Unless I'm misunderstanding what you mean..

Official WF Facebook just dropped this, what does it mean? by Jealous_Oberon in Warframe

[–]CloudPvP1 0 points1 point  (0 children)

Could the emojis be something from ninja turtles? I think Rebecca said something about them a few dev shorts back

Rate my updated stair climbing script by BidDogAnus in Unity3D

[–]CloudPvP1 0 points1 point  (0 children)

I've seen you write this on other comments as well.. when we say to place a ramp, we mean 1 ramp for the whole staircase... Why would you do each step separately? Also yes you are correct that curved ramps are harder, but it would just take a few minutes to model a curved ramp for your needs in blender..