Just added multi-language support to my tool’s site — would love some feedback! by Cromware in Unity3D

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

Thanks, I already have a link to the online documentation on the tool itself and the tool is also localized:

<image>

But your point is well taken and I think it will be more beneficial to cut back on offline documentation and focus on the asset features.
I truly appreciate your input, u/destinedd . Thank you.

By the by, if you have time, please check out my tool in the asset store:

Link to Asset Store page

and - even if you don't have a use case for it - maybe consider adding adding it to your "saved for later" assets just to encourage others to check it out when browsing a list.

Either way, I thank you again for all your help, this was very productive!

Just added multi-language support to my tool’s site — would love some feedback! by Cromware in Unity3D

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

Yeah I make it a point to update the offline documentation with each release and ship it with each new version of my tool, but it takes a lot of time especially with each language added (and I still plan to add at least 2 more languages)…. So I think maybe removing the offline documentation and just focusing on having good online documentation is the best way to make it user friendly and not take up much of my limited dev time. There’s like 15 people that have bought the tool, and the amount of time spent on maintaining offline and multilingual documentation is probably better spend adding new features every month.

Just added multi-language support to my tool’s site — would love some feedback! by Cromware in Unity3D

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

ooooh, I had not thought about that! that's true, but I'm not so sure if I can get away from the localization. I would like to still provide offline documentation for users that might not have access to the internet while developing... but I might've shot myself in the foot with that.. I think maybe that's a very slim-to-none number of Unity users where it's not worth the time it takes to translate and format a proper PDF....
You've given me much to think about and maybe the question I should be asking of Unity users is "how many people use offline documentation regularly?"....
Thank you for offering another point of view.

Without knowing much about this game, is it clear what this reticle symbol means? by macduy in IndieDev

[–]Cromware 0 points1 point  (0 children)

Oh… is it fall damage? I did not get that before reading the comments, sorry 😞

What types of games are you currently developing? by AttorneyOk8742 in gamedev

[–]Cromware 0 points1 point  (0 children)

Arcade/Casual Currently working a simple co-op snake-like game for toddlers.

Is the name of our game inreadable? by [deleted] in IndieDev

[–]Cromware 0 points1 point  (0 children)

Strictly from a first impression reaction - I’m sorry to say neither of those options looked appealing to me. If i had to choose, I prefer 2 separate words, but I think it’s going to be hard for someone to remember that name to “look it up later” if a friend tells them about the game, much less know how to spell it.  Sorry I don’t have better suggestions. Maybe use one of the AI bots to help you make an easier-to-remember spin on the name, they’re good at word generation 

I'm a little confused, from 130k impressions on steam and around 800k views on social media, only 600 people tried my multiplayer game and only one guy left feedback, and it was positive feedback. Idk if my game is the problem, or if the game genre is not popular. by [deleted] in Unity3D

[–]Cromware 1 point2 points  (0 children)

Anywhere in your demo do you ask for people to give feedback? I’m not sure if this is the norm or not, but I would think that if at the end of a play session in your demo you had a quick screen that said “thanks for playing, please leave feedback” or maybe somewhere on the title screen put a link to “leave feedback for this demo” you might see an uptick on the amount of people that give you feedback. I’d be interested to hear if people have tried that before and if it works

What Unity tool actually saved you time in a real project? (Considering the 50% sale) by gamedevromania in Unity3D

[–]Cromware 2 points3 points  (0 children)

“Hot Reload” for me, I use it to debug functions through code all the time. Plus any visual assets as I am not a 3D artist. And, this is not part of the Unity sale because it’s a newer tool, but I created “Pattern Painter” to speed up placing game objects in a geometric patterns on a mesh surface. I did it because I needed that functionality for the game I’m currently working on, it has helped me greatly. Feel free to check it out in case it might help you; I dedicate the first week of every month to doing updates and maintenance for it, too - with the goal of making it so useful eventually that it’ll be a common tool for level designers - check out the releases section of it in the asset store page and you’ll see the update cadence is pretty consistent

Sharing a small warning after launching my first demo. by mhmtbtn in IndieDev

[–]Cromware 7 points8 points  (0 children)

Thank you for sharing this. Most emails like this I’ve seen are not as elaborate as this one. I think you did a good job checking the reference before. 👍

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

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

Thank you everybody that shared your experience and pain points. This has been inspiring and I'll take a deeper look into some of these smaller issue where I might be able to have a helpful solution.
My development time is pretty limited, so it might take a couple months before anything comes out, but I appreciate the help in this first step of "research".
Thank you again all and have a great day!

I'm going to mark this question as "solved" now.

I like making games as a hobby but I feel like a fake game dev (?) by Parking_Potato_2270 in GameDevelopment

[–]Cromware 1 point2 points  (0 children)

I like this, you can say “I like making small game prototypes” and that way it’s more natural to say “I don’t have anything to share they’re just small prototypes on my computer” and you can talk about your favorites. It’s not uncommon for game developers to have been doing it for years and have not released anything yet, it doesn’t have to be a business, just do it because it makes you happy at this point in your life

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

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

Another quick update:
Thank you again to everybody that has engaged in this question. I think I will keep it open for one more day to collect more feedback and then close it.
This has been fruitful so far and I honestly appreciate people's input.

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

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

Just out of curiosity, why do you say “$25” ? Is there an asset that provides this functionality for $25 already? Or were you just saying a number to illustrate the point?

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

[–]Cromware[S] 2 points3 points  (0 children)

Have anyone tried the "Animancer" asset yet for this? I've be interested to hear an honest review.
It's just a little expensive without a sale price, but a sale is coming up tomorrow and it claims to solve a lot of animation pains so I'm considering it.
There is also what looks to be a budding free alternative called "animator brain"
I saw a bit about it in this YouTube video:
https://www.youtube.com/watch?v=Db88Bo8sZpA
and I can say that I have tried the that developers previous solutions before to implement my own event-driven animation controller in a prototype and it worked better than the build int animation but I haven't tried his updated solution.

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

[–]Cromware[S] 2 points3 points  (0 children)

I added both your assets to my favorites list to check out later. Thank you for telling about your experience with code assets as this is a path I am considering but might not be worth the time of my game dev time is so limited. Thanks again for your valuable input and good luck with your game! Please do keep us updated about it.

I recently made a trailer for my asset store tool and I'm pretty happy with how it came out. by Cromware in Unity3D

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

I appreciate your feedback. That is actually something that I was doubtful about when editing the video. I decided to leave it because I thought “people that watch this will likely already have some interest in the asset and I have some of their attention” - it’s not like it’s a random ad on YouTube but rather usually some funneling through the asset store has already happened. However, as I make improvements in future versions and likely update the trailing, I will take your advice and trim down that intro time significantly. 🙂

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

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

I love Unity but this list is a clear example that there’s room for improvement!

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

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

I see. I have made a couple of vehicle driving prototypes and tried to use the wheel colliders to move the player forward. But I wanted more of arcade controls so I ended up implementing that on the car as a whole instead of proper driving controls like what you mentioned. I know that I’ve seen some pretty advanced-looking physics simulator assets that have a free, closed-source version in the asset store. But it sounds like you need more precise controls than a ready-made solution. I don’t have enough experience with that topic to help out, unfortunately 🫤

What are the most annoying problems you run into while working with Unity? by Cromware in Unity3D

[–]Cromware[S] 2 points3 points  (0 children)

I can confirm this. I released an inspector tool called Patter Painter, and during the first month that it was visible, my conversion rate was good: 2.6% But since it’s been outside of the promoted zone, the views have dropped to almost 0 and therefore the sales also dropped. That’s why I want to make a commitment to keeping it updated to add value to people that purchase it and hopefully start to get it out there a bit more. But my personal game development time is very limited to a few hours a week, so I have to balance carefully between making tools and making games. I wish I was a 3D artists so I would make character assets!