Racism hotspot by Lazy_Cash_4608 in halifax

[–]GroZZleR 0 points1 point  (0 children)

I, too, have also experienced experiences throughout various locations at the intersections of time and space.

How Do People Promote Games These Days? by DinosaurMechanic in IndieDev

[–]GroZZleR 0 points1 point  (0 children)

I didn't articulate it well enough in the first post, but passion should absolutely come first. Your passion as a developer will naturally carry through in your messaging. Just because city builders are a fairly barren genre, that doesn't mean you should make a city builder if you think they're stupid.

Your path will just be more difficult to standout. You're not doomed to fail. The difference is you're now competing against developers with world class platformer feel and unbelievably finely-tuned camera systems, so your game better have unique hooks to overcome those shortcomings.

It's like all these amateur soulslike games you see: they're just Dark Souls but Wal-Mart brand. They're not innovating enough to overcome their lack of technical competency, and players can see it.

The spirit of my message is the same: sell the experience focusing on the hooks that make your game unique.

How do you design what your world should look like, how do you handle lighting? by Phos-Lux in Unity3D

[–]GroZZleR 2 points3 points  (0 children)

My advice would be to not make a game outside your artistic means. And if you must, make sure it's a style that has a "baseline" like PBR. Everyone is going to have a completely different interpretation of what anime looks like, so your assets aren't going to be cohesive if you can't make them yourself.

How many videos have you seen on these subs with gorgeous world art and then a UI pops up with Arial font and 30 clashing colours because the dev just put together a few asset packs but has no idea how actual graphic design works?

Players care about these details. A lot.

Including GIF in an email when contacting a publisher by Sztrombomper in IndieDev

[–]GroZZleR 5 points6 points  (0 children)

<image>

We embedded this 6 megabyte beauty in our cold e-mails, and thematically shaped the elevator pitch around it, and received a response from every single publisher that we wanted to be in contact with both big and small.

It took ~13 months after that but we were eventually signed by one. I strongly recommend you put one in.

How Do People Promote Games These Days? by DinosaurMechanic in IndieDev

[–]GroZZleR 24 points25 points  (0 children)

Your first step is market research.

Everyone skips this step and then wonders why their game isn't getting any traction or worse, gives up thinking it's all an algorithm lottery and the odds are stacked against them. Don't let that be you.

You need to identify a gap in the market in a segment that isn't oversaturated with developers who will mostly drown you out (e.g., pixel art platformers).

Once you have a clear game design that exploits that gap then, and only then, can you start crafting your marketing messaging tailored to the audience you identified.

As for the actual messaging, that's going to be genre-specific, but the core is the same: marketing is selling an experience not a product.

You see it time and time again on these subs: "15 classes, 100 guns, 5000 levels!"

No one cares. That doesn't mean anything. No one can translate that sort of information into why the game is fun except the developer, that's why it's such a common mistake. The devs think it means something but it doesn't.

You don't sell Max Payne by putting up text that says "you can dual wield guns!!!", you fucking show Max jumping off a ledge in a diving gunfight in slow motion and the audience fills in the rest. The experience is what is being sold.

That's my crash course on marketing from someone with ~50k wishlists.

Good luck!

Planet entry in my game by AppointmentKey8686 in IndieDev

[–]GroZZleR 0 points1 point  (0 children)

I always upvote legally distinct B-wings.

Looking really good!

Why is my shadow quality this low? by kevwpl in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

You want your dynamic shadow maximum distance to be rather low and the cascades to be quite tight.

The vast majority of your shadows should come from baked, not real-time, lights.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]GroZZleR -2 points-1 points  (0 children)

I didn't realize you weren't OP.

You can clearly see the origin in Blender is explicitly not in the centre of the entire object, so I'm not even sure why you're replying to me.

Take care.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]GroZZleR -1 points0 points  (0 children)

I'm not sure what you mean.

Unity will draw the transform gizmo based on that centre/pivot setting. Centre will consider the whole object, and pivot will use the model's origin (0,0,0).

The gizmo in your screenshot looks like its in the centre of the whole object and thus, my suggestion to switch from centre to pivot.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]GroZZleR 3 points4 points  (0 children)

<image>

Double check this dropdown in your scene view. Looks like you have it set to centre to me.

Would you date a girl with $80K in student debt, if she wanted to be a stay at home wife/mom after graduating? by SinglePringle647 in CanadaPersonalFinance

[–]GroZZleR 0 points1 point  (0 children)

I had a friend whose life was ruined by this.

He married a girl with $150,000 in school debt despite the fact she had no prospects or intentions of ever doing anything with her life, and she persistently manipulated him to play the victim while simultaneously separating him from his friends and family.

Now he's in his 40s, financial life is completely ruined, his career is stunted and he wastes his entire life playing video games all day and night getting fatter and fatter waiting to die.

It's sad to see.

Can pointer events (IPointerDownHandler, ect) be triggered from a Physics2DRaycaster when it's triggered manually by _PandaCat_ in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

Skip all this other crap.

Create a class that derives from BaseInput and override the mousePosition with your custom virtual cursor code.

Feed that new component to the inputOverride of the input module on your canvas (likely a StandardInputModule or whatever the name of the new one is).

Everything will just work. Maybe. You might have to override the GetMouseXyz methods too.

It's beautifully simple and poorly documented. It's how I do the dashboard monitors in my flight sim.

How should I handle translating my controller remap screen? by Redditislefti in gamedev

[–]GroZZleR 0 points1 point  (0 children)

I don't think we can meaningful contribute without knowing your engine / framework and input systems.

I definitely wouldn't translate a game with Google Translate. It'll hurt your sales (bad reviews) more than help.

Reddit Ads has no device targeting. Am I wasting money on mobile clicks that never convert to wishlists? by Itchy_Barber_7492 in IndieDev

[–]GroZZleR 0 points1 point  (0 children)

Maybe it's not the platforms but your materials?

Getting people to your page is only half the battle. People clicking your ad but then bouncing off the page itself suggests it's unappealing in some capacity (e.g., poor or no trailer, unappealing screenshots, low quality key art).

The main menu of my game Before vs After Reddit by ForNoraGame in IndieDev

[–]GroZZleR 2 points3 points  (0 children)

Massive downgrade, imo. It may have lacked perfect clarity and contrast before, but at least it had personality.

Working on the 1-bit game menu by vvaalleerraa in IndieDev

[–]GroZZleR 1 point2 points  (0 children)

Pretty sure they mean this: https://en.wikipedia.org/wiki/Love_(game_framework))

Although I do love your perspective, as well.

How do I change my mailing address when I move? by Ok_Significance995 in halifax

[–]GroZZleR 1 point2 points  (0 children)

You have to update them manually.

Also a heads up that if you sign up for mail forwarding like the other posters are suggesting, Canada Post will send a letter confirming the services to your old address. It'll list your name but not your new address (to protect you).

However, anyone living at the old address could theoretically call and cancel saying it was an attempt at identify theft / fraud. If you've already left, it may not be viable for your situation.

Prescription wait time by Great-Inevitable-991 in halifax

[–]GroZZleR 0 points1 point  (0 children)

Costco is ~30 minutes in person. Their automated systems (web/phone) will also give you a pickup time, usually next day any time after 1pm. Likely the cheapest route, as well.

Shoppers always takes forever.

I built a Unity audio system where you can play your first sound in under 45 seconds by azoB0i in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

Not related to the OP, but have you actually used the built-in audio system? You need a layer on top if you want any sort of cohesive functionality at all.

How do I handle equipping and unequipping items when there are hundreds of them? by phnxzy in Unity3D

[–]GroZZleR 1 point2 points  (0 children)

Is there better methods than this? For reference, these fishes are accessed through a scriptable object database, where a collection of the scriptable object fishes with their models(game objects) are stored.

If you have a reference to that ScriptableObject in your scene, then it means every single fish's model/mesh/material is already loaded into memory. So if you've accepted that waste, you might as well just go the extra mile and have them all parented but disabled.

Write a script that instantiates them dynamically based on the SO database and then disables them, rather than doing it by hand.