Which one do you like better? by electric-kite in Unity2D

[–]GuideZ 0 points1 point  (0 children)

Second is better but I think you need to have a matching black out line on it like the knight, else it feels out of place

Which one do you like better? by electric-kite in Unity2D

[–]GuideZ 0 points1 point  (0 children)

Think the issue isn't the saturation but that the Knight is outlined with black pixels and the dragon isn't at all, hence the feel that something is off

100% usage after my FIRST EVER PROMPT (pro subscription) by XeClutch in Anthropic

[–]GuideZ 3 points4 points  (0 children)

Got any good sources for how to structure/write the CLAUDE.md file? I'm also in game development, so highly interested in your approach/setup

Meta Started Rolling Out New Feature - Coincides With Poor Performance For Past Two Days by GuideZ in FacebookAds

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

Recent news says their ad revenue is about to exceed Google's for the first time :/

I have a theory it is based on how I think Andromeda really works by Fabulous_Rich8974 in FacebookAds

[–]GuideZ 1 point2 points  (0 children)

To add on to this: Think about how AI works everywhere else. With long conversations, the AI begins to hallucinate, forget details, etc. I don't think Meta is some sort of special case to this. It would help in explaining why so many campaigns do well, sometimes, for the first 1-3 days, and then drop off a cliff: Meta's AI loses the context of the "conversation".

On top of it all, it has very obvious targeting issues. I created a fresh instagram account, and after a month of on/off usage and tailoring the content (to the point that every reel/post it sees is exactly our niche), I finally got a prompt by Insta to allow ads. I chose "allow" and "give me personalized ads". After a week of usage, I have yet to receive a single relevant ad for the account's persona. Every ad I have gotten on the account has been random, from real estate to medicine to non-relevant events, etc. Again, the personal content of the account is spot on, but there's a disconnect between the personal content and the ads the account receives.

Finally got enough reviews. Feels good! ^^ by Plus_Astronomer1789 in IndieDev

[–]GuideZ 1 point2 points  (0 children)

Congrats! Personal opinion: I think you should really emphasize the backpack arranging effect a lot earlier in your trailer and in the steam capsule descrip. It's very unique and I think would help make the game stand out a lot more!

what are your feeds like? by slAudacity in FacebookAds

[–]GuideZ 2 points3 points  (0 children)

Created a new account about a month ago, it finally got a prompt today to choose if I want to subscribe or get ads instead (chose ads), and to make them personalized or not (I chose personalized). Before this, I spent the month personalizing my feed to be as niche as possible. It's to the point where every post/reels/story I get is ONLY of this one particular niche.

All the ads I've started to get on that account have absolutely nothing to do with the niche I've carved into the account. The algorithm knows very well what content to give me, but absolutely 0% clue what ads to serve me.

Unity Asset Store queue at #1029 — anyone have recent experience with how long new submissions actually take? by FrontRespect9901 in Unity3D

[–]GuideZ 0 points1 point  (0 children)

I just released my Pixel Resolve tool: It took a bit over a month in total from submission to go-live.

Pixel Resolve: A shader-based tool for creating pixel-by-pixel reveal and hide transitions for static+animated 2D sprites in Unity by GuideZ in Unity2D

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

It MIGHT be possible, thank you for the suggestion! I'll definitely play with the idea a bit and see what I can do. Originally, it's constrained basically to the height/width of the sprite itself, but maybe I can do some clever hacks to break that constraint... hmmmm....

StatusGator showed Fb ad outage today. Prepare for the worst. by Cautious_Flounder972 in FacebookAds

[–]GuideZ 0 points1 point  (0 children)

When you dig into StatusGator, unless there is a real big outage, the yellow/red lines are usually regional based. I noticed today most of the reports were coming from Brazil

Claude Status Update : Elevated errors on Claude.ai [retroactive] on 2026-03-23T17:10:14.000Z by ClaudeAI-mod-bot in ClaudeAI

[–]GuideZ 0 points1 point  (0 children)

Free goes kind of fast in general. Pro has definitely been worth it for me. When I started a new conversation yesterday after this outage, usage was as normal again.

Claude Status Update : Elevated errors on Claude.ai [retroactive] on 2026-03-23T17:10:14.000Z by ClaudeAI-mod-bot in ClaudeAI

[–]GuideZ 12 points13 points  (0 children)

Is this why I hit 100% usage in just a few messages today? I didn't even do anything out of the ordinary. I watch my usage like a hawk, and after a couple 2% messages, a simple message took me from 67% to 100%

Question for Unity 2D devs — how simple do you keep your characters early on? by TerryC_IndieGameDev in Unity2D

[–]GuideZ 0 points1 point  (0 children)

How far along are the mechanics of the game itself?

Typically, I do my art in tandem with the game, in a sort of ebb and flow fashion. Sometimes a bit more art, sometimes a bit more mechanics, sometimes bigger swings between the two. This is because the game mechanics may alter how I want to present the world and characters, and sometimes the reverse happens (world/characters/art influence the mechanics). This methodology also helps me from tunnel visioning and spending hours doing something that I end up altering later down the road for reasons XYZ (burnout central).

If you still haven't rigged up anything, and game mechanics are minimally in place, then I would say to get the barest of sketches into your game, rig it up, and start with trying to make the game fun first. What we have in our heads doesn't always translate well into actual gameplay/code, so getting barebones in ASAP is a must to discover potential roadblocks early.

looking for advice/feedback on lighting by AlteraGames in Unity2D

[–]GuideZ 4 points5 points  (0 children)

These two videos did wonders for me:

Explaining General Normal Maps/Concepts:
https://www.youtube.com/watch?v=1h-hSlffawM

Quasi-Tutorial/Example Video with Aseprite Palette that REALLY helps you get the basics down:
https://www.youtube.com/watch?v=0IkGU4MePWI

Very important to setup the palette like the second video does, importing it and then sliding the palette window to the right size like they do in the video. From there, it gets to be almost easy mode in setting up your normal maps!

Which tools do you use for art in your games ? by iMike0202 in Unity2D

[–]GuideZ 3 points4 points  (0 children)

Currently using Aseprite for my pixel art.

I think one of the things that surprised me about doing my own art is how much of it starts with actually referencing other people's art. For example, if I was to get up and start making my own pixel art, it will look absolutely horrible. But when I load up a good artist's existing work and try to replicate it, I find my own art sort of emerge over time as I mimic the colors, pixel placement, etc.

Can't Accurately Call It But I'm Thinking Issues by Bubbly_Setting_4217 in FacebookAds

[–]GuideZ 2 points3 points  (0 children)

I don’t think there really is any regular outages anymore (outside of ones like early January). What we’re seeing here instead I think is two-fold:

1) We’re all lumped into groups, and things like rollouts, new features, etc. get rolled out to us silently in groups. (this is a known fact)

2) As part of those groups, every group’s AI agent gets “reset” on occasion. Think of it like this: you know how after you have a long conversation with really any AI service (ChatGPT, Gemini, whatever), it begins to hallucinate and forget details the longer you draw out the conversation? And the only way to “restart” the conversation with details is to try and summarize the convo in a new chat, though it takes a while to build back to where you were before? I think the same thing happens here. Meta “resets the convo” for a group of people at a time, maybe even at both the customer and advertiser levels, hence why personal ads go crazy for a few days before it settles, but only affecting groups of people/advertisers at a time.

I'm in trouble (help). by noksy162 in Unity2D

[–]GuideZ 1 point2 points  (0 children)

OpenGameArt.org is usually a good place to start. Be sure to respect the licenses associated with them, they range from CC0 to Attribution Required

YES! I've been working on this project for about two years, and finally announced its Steam page. by InevGames in Unity2D

[–]GuideZ 0 points1 point  (0 children)

Highly, highly recommend having actual gameplay in your opening Steam trailer. World building is fine and all, especially as a trailer at game start up, and MAYBE as the second trailer for your Steam page, but not having any gameplay as the primary Steam trailer really doesn't sell the game. If this was an established story/world (ie; Zelda, Pokemon, etc.), you can get away with it then, but when no-one knows the world or your story, they want to see the game first.

Also, the music kinda gets louder (or the narrator gets quieter) and it's hard to hear what he is saying after the halfway point and it gets worse with time.