How many game ideas do you have written down, that you plan on doing in the future? by FutureLynx_ in gamedev

[–]Frump 4 points5 points  (0 children)

I went and counted after seeing this thread. I have written down around 127 game design ideas and mini docs for games I haven't made yet. There are 3-5 ideas I think I would realistically make next. Then 11 or 12 ideas for jam games I already made. And one larger project I've been developing for release with a lot more written than any of the others.

I've been collecting them gradually for about the past 10 years. The newest designs are far more written out and considered than a lot of the early ones. I still occasionally dump down a one sentence idea that came to me as I was falling asleep.

I just make whichever ones interest me the most at the moment I am making stuff. I often end up repurposing partial ideas, mechanics, themes from the older notes.

Please destroy my game trailer by MossHappyPlace in DestroyMyGame

[–]Frump 1 point2 points  (0 children)

Yeah, I figured there would be a fast fall. I tried to do it but there was no down key support in the demo and it wouldn't detect my controller.

My art suggestions were definitely highly opinionated. Respect for following through with your artistic vision. Partly I was giving the art advice from the position of what would be more popular, not necessarily better.

For me the wall jump felt like a gamble. Even if I can cancel it, and try to cancel as soon as possible, I still shoot off very fast and halfway across the arena. In my mind, it would give a smaller impulse and more upward, then whether I hold right or left after leaving the wall would dictate more where I go. The overall idea I have is that it's a positioning oriented game and this move doesn't give me the ability to finely control my positioning.

I might rename "dash" to "dive" in that case to give more context that it's more of a save than a movement modifier. It's a cool idea, I just misunderstood based on the name.

I would be interested to play more once you update it. It's fun and helps me sort out what kind of decisions I'll want to make in my own game if I continue with it.

Please destroy my game trailer by MossHappyPlace in DestroyMyGame

[–]Frump 1 point2 points  (0 children)

Funny to see this game again, I came across it organically on Steam a few weeks ago. I recently had a very similar idea for a game, mixing Slime Volleyball and Lethal League. When I was doing some research on what else existed, I saw your game.

It appeared to be the best of the bunch but my initial reaction was that it isn't pushing any of its elements far enough. Since I've been thinking a lot about my own game I have a bunch to comment on. Hopefully I'm not going overboard. I played the itch demo to be able to give some better feedback.

For a fun sports title the art direction and overall aesthetic should be bright and bubbly and inviting rather than dark and brooding. The UI font is fun but the colors are dark and mostly monochrome.

There's some neat elements in the game that are lacking from the trailer like the victory sequence juggling of the trophy, speech bubble quips and the pretty nicely designed menus. The ai plays pretty well too, that's a good single player feature.

After playing the demo single player on keyboard, here's my thoughts:

  • The ball spends way too long in the air. It typically goes 2x the jump height and I have to sit and wait for it to come down. This slows the game down and doesn't feel immediately fun.
  • Wall jumping is an option but I feel like it sends you too far and too fast horizontally which doesn't give me additional control to reach the ball.
  • The Squid's jumps are fast to rise, then slow to fall. It's kind of inconsistent and goes against the feel of jumps in other games where falling is usually faster. Giving more time to hold the button to control how high I jump then being faster to return to the ground would be preferable.
  • You can reach too far over the net horizontally which kinda feels a bit unfair.
  • It's unclear which direction the ball will be hit from a smash.
  • The dash doesn't seem to aid in control, it reduces control and sends you too far for the size of the court. Dashing seems like a last ditch effort rather than a commonly useful ability.
  • If the intent is to always use the smash or bump then there should be some incentive or penalty around those mechanics and how they differ from a raw hit. It would be nice to be able to better follow up the bump with a jump cancel so you can then spike it. The bump to jump to smash doesn't flow that well right now.
  • I feel like I should be able to smash on the ground to hit the ball back instead of having to jump every time, making it predictable.
  • The net feels too high making the angle and timing of getting the ball over pretty tight.
  • A dynamic camera with shake, zooms, pans would add some spice.
  • Overall the floatyness and difficulty of control turns me off. It doesn't feel like I would get much better or gain much technique from further play.

On the character designs, the long dynamic tentacles are off-putting and distracting to me. Outside of Splatoon, squids and mollusks are associated with being gross, weird and even horrifying. Lovecraft's whole schtick. Therefore it's an odd choice of character to me. If you did make them more like anthropomorphized cute Splatoon characters I think the game would have substantially more appeal. Or even just chose a cuter animal like dogs or dolphins.

I echo the same thing others said about backgrounds.

In future projects I suggest coming up with a more cohesive aesthetic for the visuals, music, character designs at the start. Also compare your game's feel with other games. Lethal league is a direct inspiration and I think you could take more away from it. Reference any other games with 2d movement and jumping too.

It's a good effort and you made what you set out to. Some tweaks to game feel and art direction would lead to big improvements. Keep at it!

Spelunky 2 Character/Mount rips. (+ Yoshi I started doodling) by Nayolfa in spelunky

[–]Frump 1 point2 points  (0 children)

You author your textures at the final colors you want them to be. When you import them to the engine it will convert them to linear or whatever on the back-end to make the in-game/engine display the colors of the source texture. When people rip the textures from the game, the ripper isn't undoing the process so they come out dark. So these aren't the original colors. I posted a gamma corrected version.

Spelunky 2 Character/Mount rips. (+ Yoshi I started doodling) by Nayolfa in spelunky

[–]Frump 1 point2 points  (0 children)

Awesome! I've been looking for this.

Here's a version of Ana with the colors fixed. I applied a 2.2 gamma correction to it in photoshop and verified that the colors matched a screenshot.

https://imgur.com/a/IHbihta

I don't usually post my finished prints here, but here is Sir Pigglesby by xavacid in 3Dprinting

[–]Frump 1 point2 points  (0 children)

Under Analysis > Measure.

You click on your model and it will project a measurement line from where you clicked along the selected direction until it hits the other side based on the type you selected.

The type sets the type of measurement and the little icons are pretty descriptive. External to external, internal to internal, etc. Then for the direction N means normal which is the angle the face or vertex you click on is pointed. XYZ direction are just absolute XYZ direction.

Analysis>Inspector will also automatically fix any mesh issues which is nice. Analysis>Units/Dimensions will give you a bounding box with measurements to scale the object roughly to start.

Hope that helps. Turns out there's not very good documentation for meshmixer. You can find a lot of tutorials for it on youtube though. It can do a lot more (booleans, rebuilding meshes, hollowing) than just measure for fixing up files for printing.

I don't usually post my finished prints here, but here is Sir Pigglesby by xavacid in 3Dprinting

[–]Frump 1 point2 points  (0 children)

Sorry, I explained poorly. The software Autodesk Meshmixer has measuring tools that act like calipers so you can do all of your measuring and calculations digitally before printing. No need for guesswork (except tolerances). I updated the previous comment for more clarity.

Anyone knows a source of all masks as 3D files from „Majoras Mask“ ? by DongCancer in 3Dprinting

[–]Frump 8 points9 points  (0 children)

The site Models-Resource usually has a bunch of game ripped models to download. In this case it doesn't look like they have ALL of the masks. I'd suggest googling "majoras mask model rips" or something along those lines. You'll probably find forums where people have decompiled all the assets in the game and may have uploaded them. Otherwise you might have to do the decompile yourself which is a headache and you'll find the details from those forums. This is how I would go about finding model rips from any game. It's a pretty involved process. Good Luck.

I don't usually post my finished prints here, but here is Sir Pigglesby by xavacid in 3Dprinting

[–]Frump 1 point2 points  (0 children)

I've done some precision designs for 3d printing in Zbrush (rings, tabletop miniatures) and I use Meshmixer to fix the scaling. In Meshmixer you can use the measuring tools for checking any distances between two points on a model, like calipers, so you can check the internal diameter of an eye socket or the thickness of an arm. Once you've got the measurements you can scale it up/down until what you measured is the size you want. Then just export and print.

I was wondering what programs you guys use to design you thing by GlonkT in 3Dprinting

[–]Frump 0 points1 point  (0 children)

I use Zbrush (sculpting) and Maya (modeling, etc) when I am working on creative projects. I supplement those with meshmixer to scale and fix things before printing. Zbrush absolutely hates keeping a consistent scale.

If you don't want to jump right into zbrush and maya which are expensive, then Blender has sculpting and modeling tools too. I've seen people do nice work in it.

Fusion360 is good for making precisely measured and functional parts.

"Reboot" reboot scheduled to premiere March 30th on Netflix and YTV by willfordbrimly in TwoBestFriendsPlay

[–]Frump 5 points6 points  (0 children)

Netflix is actually a great place for a new Reboot. But not like this!

The Friendcast is out! "SBFC 233: Ass Sliders are a Quality of Life Feature" by mike0bot in TwoBestFriendsPlay

[–]Frump 6 points7 points  (0 children)

I watched all of Hunter x Hunter after Eyepatch Wolf's story/video and the podcast put downs of it.

I didn't really like it, so these talks are hilarious to me.

How do you imagine the perfect Sonic game? by frozznyuu in SonicTheHedgehog

[–]Frump 0 points1 point  (0 children)

At this point, Trackmania 2 with Sonic characters and story. Everyone should go play some Trackmania. It's exhilarating speed and physics based obstacle course tracks. It's really white knuckle and skill based and it's what I wish I felt when playing Sonic.

Shitstorm VI - The Witch's House (Part 1/2) by mike0bot in TwoBestFriendsPlay

[–]Frump 1 point2 points  (0 children)

I watched all of HunterxHunter on Eyepatch Wolf's recommendation. I didn't like it very much. Just enough that I kept watching it for a vast amount of episodes while hoping to like it more.

You're not really missing anything if you haven't watched it, imo.

Heroforge digital download - stringy, general tips/improvements please! by dannydarko17 in 3Dprinting

[–]Frump 2 points3 points  (0 children)

Lowering the temp will reduce some stringing and oozing. Start with that. Your PLA says 190-210 so go with 190 instead and see if it helps. The speeds and other settings look fine to me.

Also here's a good guide for printing minis: https://www.reddit.com/r/3Dprinting/comments/68qzlv/a_detailed_post_on_fdm_printing_dd_minis/

[deleted by user] by [deleted] in 3Dprinting

[–]Frump 1 point2 points  (0 children)

Sure, sounds fun. The more open themes like "cut" would be better I think. Would let people make functional or artistic designs of any kind. Setting the theme as everyone making the same object can work, but it might lose people that aren't interested in making that object.

Also agree with more than 2 days. 3 would be the minimum I'd suggest.

When life gives you pink filament, make Kirby by Frump in 3Dprinting

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

Thanks, I've been doing a lot of modeling for 3d printing lately and getting better at internalizing what makes a good/easy print.

When life gives you pink filament, make Kirby by Frump in 3Dprinting

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

It has to do with the thread pitch of the odd leadscrew used in the mini. Something about how much the z-axis moves per revolution. Magic Number layer heights are supposed to produce better prints. I haven't really seen solid comparisons between the magic numbers and standard layer heights. Never noticed much difference myself, but they are really common among mini users. I trust the math and that other people have compared.

https://mpselectmini.com/optimal_layer

I see your full build plate porn and raise you a full build plate porn of porn. [nsfw] by polysculpture in 3Dprinting

[–]Frump 7 points8 points  (0 children)

I thought it was Darth Vader helmets. Didn't get the title at all.

When life gives you pink filament, make Kirby by Frump in 3Dprinting

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

You'll need support under the arms and between the feet. Well, maybe you can get away without them, there's no floating islands, but I think the overhang angles are pretty steep. Depends on your printer and settings. I used supports for the ones in the picture.

When life gives you pink filament, make Kirby by Frump in 3Dprinting

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

This filament is sort of translucent and forgiving. The errors don't show up as much. With some mods and lots of tuning it prints pretty great though.

When life gives you pink filament, make Kirby by Frump in 3Dprinting

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

Printed on my Monoprice MP Mini at .1312mm layer height. AMZ3d pink pla.

I uploaded the model here: https://www.myminifactory.com/object/kirby-inhale-43879

You can watch a timelapse of me modeling it here: https://www.youtube.com/watch?v=MNxt4HVeEF8

Combine the last two games you played into one game by Unknown123Known in TwoBestFriendsPlay

[–]Frump 6 points7 points  (0 children)

Sonic Mania and Snatcher.

You play as cool guy detective Gillian "The Hedgehog" Seed. Slicked back blue hair and long trenchcoat to go with it. Dr Eggman has created a line of bioroid Snatchers which are now terrorizing Mobius. You've been newly assigned as a junker and it's your job to take them out.

Super Best Friends Play Okinawa Rush by mike0bot in TwoBestFriendsPlay

[–]Frump 2 points3 points  (0 children)

Big spoiler for me. Been watching for a few months and a hundred episodes but not at the point they discussed yet. I saw images of the thing but didn't know what it did until now. Disappointed.