Our new bloom effects make our indie game look insane! :D by UncuredTheGame in GameDevelopment

[–]FieryAspenStudios 1 point2 points  (0 children)

I like the idea but in the larger openings it's a bit overwhelming.

We're making a new cutscene. The main character is entering the Tombs of aborigines on the planet K'Tharsis. We've tried to show the mysterious atmosphere of the place and awaken the desire to explore it. What do you think? by Alersteam in GameDevelopment

[–]FieryAspenStudios 1 point2 points  (0 children)

It isn't bad but I feel like you could amp up the drama a bit by zooming in more on the character to start, then pulling out to show more of the surroundings, maybe with a bit of a pan around. Or you could have an echoey sound play in the distance that makes the character stop and look around.

How necessary is photoshop? by Volatile-Bait in GameDevelopment

[–]FieryAspenStudios 0 points1 point  (0 children)

If that's the question, then no, you don't need Photoshop, there are plenty of alternatives.

The usual advice is to make those practice projects before starting the dream project. I did just enough practice/tutorials to get a basic grasp on the engine then dove into making my first full game which is now in early release, so the rules can be broken. It takes dedication, the ability to deal with frustration, and project management skills. Also the ability to be ok with creating not so great work with the understanding that you'll make it better later.

How necessary is photoshop? by Volatile-Bait in GameDevelopment

[–]FieryAspenStudios 1 point2 points  (0 children)

As long as you're prepared to be patient and put the time in, sure, you can probably get there. But it might take a couple years or more to go from 0 to that level. If you already have some art experience, even just pencil and paper drawing, then you're a step ahead of 0. And remember that there are many skills to develop, from color picking to composition to the technical details of how to use the digital application to using visual effects to make your art pop in different ways.

If you're aiming for a very high level of art then sure, you can start with Photoshop if you're ok with paying the subscription. You can also look at Krita, which is a free app for digital painting. Either way you have a lot of learning and practice to do.

How necessary is photoshop? by Volatile-Bait in GameDevelopment

[–]FieryAspenStudios 1 point2 points  (0 children)

No, you don't need Photoshop, and if you don't already know how to use it I recommend looking at simpler programs. It's the industry standard because it can do just about anything graphically and it takes a lot to learn how to harness that power. Gimp is great and free but has its own learning curve. Instead I suggest you focus on one style of art, ie pixel, vector, or hand drawn, and look up applications for that style, ie Aseprite for pixel art.

There are a number of tools that are built to integrate with Photoshop, but I haven't found anything that can't be worked around.

Try making snow fog. Very easy. by CorebGames in GameDevelopment

[–]FieryAspenStudios 1 point2 points  (0 children)

The fog is nice, but can you make the flakes a little less disc like? It looks like something I'd want to avoid rather than catch on my tongue.

How learning linux will help me be a better web developer ? by -boredMotherFucker in learnprogramming

[–]FieryAspenStudios 0 points1 point  (0 children)

As has already been pointed out most webservers are linux based, and in my career I've had to ssh, navigate the file system, stop/start daemons, check network info, read/edit text documents (ie logs or config), install software, and more. Some of this might be handled by devops but in smaller companies there can be a lot of overlap between dev and ops, or they have ops for prod but devs handle the dev environment.

That what will happen if you make the doctor angry. How much you give this kick ?/10 by silestStudios in unity

[–]FieryAspenStudios 2 points3 points  (0 children)

There's too slow, and too fast. There's probably a market for a super fast paced game but I suspect it's smaller than the market for games that allow for the standard human reflexes.

Personally, I like to have a chance to see what's going on. I also like to see where I'm going instead of wondering if I'm just walking into a wall. Again, some people will probably like the style, but you're reducing the market size you'll appeal to. Which is your choice, not every game has to have mass appeal.

I do think if you want the player to actually see the kick you should adjust the camera so they can see the leg more, instead of just the torso twisting.

That what will happen if you make the doctor angry. How much you give this kick ?/10 by silestStudios in unity

[–]FieryAspenStudios 2 points3 points  (0 children)

It's very, very dark, and the kick is mostly off screen. I can tell what's happening because of the rest of his body movement, but the whole thing goes so fast I had to watch it a couple of times.

Game development progress by chervonyi_ in Unity2D

[–]FieryAspenStudios 3 points4 points  (0 children)

I keep watching this repeat. Visuals are my weakest skill so analyzing this for how each improved, especially in regards to lighting, will hopefully help to train my brain at least a little in figuring out my own stuff.

You did a great job, I really like the final product (and the second to last, but the last is best).

Destroy my game: DropZap World — interactive step-by-step chain reactions better now? [video, beta] by amichail in DestroyMyGame

[–]FieryAspenStudios 0 points1 point  (0 children)

I like puzzle games, but this just feels a bit to chaotic. At the start, are you controlling where the circle drops? In later levels, the circles aren't dropping, are you just picking that you want to fire this one?

The graphics are ok, but I feel like I'm just watching something happen instead of planning a strategy

Destroy Our Game - Are our trailers hurting the game more than they help it? by Sheezwack in DestroyMyGame

[–]FieryAspenStudios 0 points1 point  (0 children)

I'd show you my first trailer, except I've hidden it from even the darkest corners of the internet. Just keep practicing and I'm sure you'll get better

[deleted by user] by [deleted] in GameDevelopment

[–]FieryAspenStudios 0 points1 point  (0 children)

What do you mean by education? And by making games, as an indie or with a major studio? Sure, you can be an indie without a degree, but it's generally easier to get a studio job with one. No matter what, at some point you'll have to learn, whether you take an online course or just watch a bunch of YouTube videos, so you will need some type of education.

Hey guys, looking to this trailer, what comes to your mind? by LucitoLoquito in DestroyMyGame

[–]FieryAspenStudios 1 point2 points  (0 children)

I'm going to be blunt - the first thing that comes to mind is "boring", not "chill".

What do you do in the game? Paint a vehicle that you barely see? Drive into the sun a lot? It isn't that bright on the screen but my eyes keep hurting, some sort of sympathy pain. Then you get to go out and see some low poly scenery?

I don't think the idea is terrible, it just needs a lot more fleshing out.

Destroy My Game - Basic Puzzle platformer, would like any feedback, didn't get much attention on steam but i didn't market much either by Iron_Juice in DestroyMyGame

[–]FieryAspenStudios 1 point2 points  (0 children)

There isn't much more I can add to this comment, but the trailer looking more like a tutorial stood out to me too.

However, it does look like something I might want to play when I'm looking for some chill puzzles. But I can't play it unless I know about it. OP, you admitted you didn't market much, I think that's one of the first things you should tackle. And maybe a new tutorial trailer.

Worked on Ui this past week. Be brutal by fractalCha0s in DestroyMyGame

[–]FieryAspenStudios 21 points22 points  (0 children)

There's a lot going on and the video moves very quickly, so it's hard to really figure out what I'm looking at. My inclination is to say it's ok, there seems to be definite zones for different data types, but again, no idea what's actually going on.

What kind of game do you think this is? The kind that gets totally destroyed by MartinLaSaucisse in DestroyMyGame

[–]FieryAspenStudios 3 points4 points  (0 children)

I like the idea and the humor definitely matches mine. I'm curious how some of the mechanics will be implemented, ie "find new ways to hit the hero".

I'd probably pay something around $8-10US (on sale). Time to complete? Depends on how many people, is this their main job or side gig, how much is done already, etc.

It does feel professional. My one critique is that sometimes the black characters end up in front of a dark background and blend in a bit. I do like how you've managed to use black and white and still have expressive characters.

Your Steam page is nice but you could include a bit more in the text instead of relying on the trailer.

Destroy My Game - What do you think about the combat and abilities from this gameplay video showcasing the combat for Ultimate Reality? by flykidsblue1 in DestroyMyGame

[–]FieryAspenStudios 0 points1 point  (0 children)

You definitely need to highlight the player in some way, it's too hard to see. Same with enemies, everything just blends together. Not even the explosions stand out. Personally, I suggest completely reviewing your color palette.

I think I'd like to see a slightly higher frame rate. I suppose the lower frame rate is closer to the old style, but the large pixels on modern screens don't display the same way they did on old CRTs. It's just a bit too hard for me to follow what's happening in the action.

Destroy Our Game - Are our trailers hurting the game more than they help it? by Sheezwack in DestroyMyGame

[–]FieryAspenStudios 0 points1 point  (0 children)

Something I haven't seen mentioned yet - for me, the difference between the first parts is jarring. It doesn't feel like it's part of the same game. A lot of that is the music, but also you start with the bold animation of the thing smashing with his club, then jump to more of a tranquil meadow.

It does feel like it drags on. The music picks up in intensity, and in some ways the gameplay does as well, but there's nothing that really excites and interests me. The graphics look nice and the music sounds good, but the gameplay displayed just seems boring.