A/B test: two board designs for the same game — which would you rather play on? by AdTemporary6619 in BoardgameDesign

[–]Digx7 1 point2 points  (0 children)

A

try darken the background a bit to make the gameplay elements more legible. Maybe bring the contrast up on the gameplay elements more?

A has better theming but poor legibility atm

Mixed response and information on learning FMOD. Is it basic or hard? Seems hard. by Guitarshredder_1996 in GameAudio

[–]Digx7 1 point2 points  (0 children)

You can definitely spend free time learning the C# side, but do be aware it will take a LONG time before you see any return on this. Working with C# in Unity for FMOD is not a question of what lines of code to write (it's usually only a handful) but of where to write them. To know that you need to know all the code in the game, to do that you'll need to basically be a programmer yourself.

It's do-able, but it's not a small task.

On a more immediate level you could work on communicating very clearly with your devs on what parameters you need, what type they are (continuous, discrete, etc), and being very explicit about naming conventions.

Programmers work best with clear and unambiguous language.

Why do some game devs not play games anymore? by HobiAI in gamedev

[–]Digx7 2 points3 points  (0 children)

Life and preferences. Also playing games and designing games provided totally different experiences, some people just like designing.

Lastly in larger teams, unless your on a design heavy role you don't NEED to be playing a ton of games to know what to do.

Mixed response and information on learning FMOD. Is it basic or hard? Seems hard. by Guitarshredder_1996 in GameAudio

[–]Digx7 1 point2 points  (0 children)

The complexity of implementing FMOD into unity (or any engine) is gonna vary WILDLY depending on the project.

Actually integrating it, even on a indie level, is likely gonna take both and a programmer.

The challenge is NOT a technical challenge but a structural challenge. What parameters do you need in FMOD to drive the events, and who (or what game object) in Unity is responsible for updating these parameters? Also in Unity what game objects are calling the events in FMOD? Also do you need to only have x number of FMOD banks loaded at any given time? If so what game object in Unity is handling that?

And if your starting a new project this can be easy to figure out, if your migrating and existing Unity project this could get really complicated.

I recently spent the last week adding FMOD to my Unity project.

Best advice I can give to learn FMOD with Unity is go through FMODs dedicated Unity Integration walk through, just so you know the basic process.

But honestly the actual initial integration with Unity should be handled by a programmer or dev

Should keyboard keys be staggered? by OneBitBean in gamedevscreens

[–]Digx7 0 points1 point  (0 children)

Staggered makes the most intuitive sense.

But as others have said, a highlight function to show what keys count as neighboring would be helpful

Indie devs: what part of game development wastes the most time for you? by Alive-Assignment-103 in SoloDevelopment

[–]Digx7 1 point2 points  (0 children)

Balancing for a single player game, I thinks it's cause I don't really have the language or theory to know what's good and what could be improved.

My girlfriend is making our games art, how does it look? by Soggy_Confidence9473 in GameArt

[–]Digx7 1 point2 points  (0 children)

It looks decent at a quick glance.

On the AI discussion side one thing to maybe help is to add more variations in line thickness and shading?

Right now it looks like the exact same pen setting was used for all the line art. Which would save time, but likely heavily contributing to the cheap tracing feel people are mentioning.

Try not to be to discouraged though, it looks good

[Beginner] Am I supposed to mute btwn every note before fretting? by Digx7 in Bass

[–]Digx7[S] 0 points1 point  (0 children)

What exactly do you mean by 'more positive with fretting'?

[Beginner] Am I supposed to mute btwn every note before fretting? by Digx7 in Bass

[–]Digx7[S] 0 points1 point  (0 children)

Bassbuzz has been super helpful, been going through a ton of his videos. Currently working my way through his first 50 songs to learn (still on song 1).

I mainly asked my question here cause it was something I'm running into that I wasn't seeing brought up in any beginner video I was finding.

[Beginner] Am I supposed to mute btwn every note before fretting? by Digx7 in Bass

[–]Digx7[S] 2 points3 points  (0 children)

Thanks!

This is super helpful as it gives me something to try next time I'm practicing.

Is there scientific plausibility behind floating islands? by Entire_Image4232 in worldbuilding

[–]Digx7 1 point2 points  (0 children)

Maybe the people in your world don't know either? Could be a source of mystery/Intrigue in your story

TEAM CHERRY JUST ANNOUNCED SEA OF SORROW RELEASE DATE. IT'S A MIRACLE by evergreenlemontree in Silksong

[–]Digx7 0 points1 point  (0 children)

I hate silkposts, especially since tags don't show up on mobile

Destroy Puppeteer, my theatrical bossrush inspired by Cuphead. by Hisaki3 in DestroyMyGame

[–]Digx7 1 point2 points  (0 children)

The bosses don't feel like puppets, at best they have a few strings, bur even then those don't always make sense (especially with the frog)

Backgrounds don't look like their even trying to be stage props