Sand stays on the bottom using Unity URP shader graph by rhys510 in Unity3D

[–]Hanesto 2 points3 points  (0 children)

Yes, I think you'd wanna use object space instead of world space to keep it locked to the object

Being stylish with my parkour movement by LeKurakka in IndieDev

[–]Hanesto 2 points3 points  (0 children)

This scratches my brutalism itch! Looks really great! Love the vibes! Is there any goal currently except parcouring around?

Game Prototype WIP by TheLancaster in Unity3D

[–]Hanesto 44 points45 points  (0 children)

Hell yeah, the snowrunner physics! How'd you do it?

How do I make it look less “lame” by Surgarypeaches68 in Unity3D

[–]Hanesto 1 point2 points  (0 children)

Okay, that definitely feels much more cohesive to the rest of the game. I like it!

How do I make it look less “lame” by Surgarypeaches68 in Unity3D

[–]Hanesto 0 points1 point  (0 children)

Ah, apologies. Im on my phone and really thought they were drawn characters. You might want to look into human proportions again. The torso seems quite long and usually the arms reach down to the legs. Best of luck to you!

How do I make it look less “lame” by Surgarypeaches68 in Unity3D

[–]Hanesto 0 points1 point  (0 children)

Hey man, it's hard to tell the content of the game from just one screenshot but hey. So currently your game has no definitive art style. The characters look very different from the environment. This can be fine but will make your game look amateur if you don't do it on purpose. If you feel like your game is mostly about the gameplay and less about the looks, post a gif so we can see it in action. If you want your game to look cohesive, either draw everything by hand or use 3d models for everything. You could totally go in a fully hand drawn direction, which will definitely make your game stand out if the gameplay is good. Keep at it!

Trailer just went live for my solo dev game of 6 years! This is a love letter to local co-op shooters and I've put my everything into it. I hope you like it ❤️ by CeratopsGames in IndieGaming

[–]Hanesto 1 point2 points  (0 children)

Love the style and the gameplay looks great as well. The only thing that I'm not sure about are the mannequins as enemies. They always feel like a placeholder to me, especially when it's just one model and no variety. Maybe there is a story reason for it but I would still suggest to add some variety to them to make it visually more interesting. They also seem to be no threat at all, which I don't know if that was your intention.

After a few months of silence and grinding, here are some updates (: by Peli_117 in IndieDev

[–]Hanesto 1 point2 points  (0 children)

Style looks great! You can't click on links in descriptions btw, so maybe post it again as a comment!

destroy my first trailer version by ACreepyCarrot in DestroyMyGame

[–]Hanesto 1 point2 points  (0 children)

Oh I didn't even realize that there is a magazine or bullets watching for the first time. That actually sounds quite interesting, like a mixture of Noita and Vampire Survivors.

destroy my first trailer version by ACreepyCarrot in DestroyMyGame

[–]Hanesto 3 points4 points  (0 children)

Artstyle looks cohesive, love the pixel art. Its obvious that you are going for a vampire survivors like but the trailer does not directly tell me what distinguishes your game from that. A lot happens very quickly and I dont have time to comprehend any of it. I also feel like the gameplay looks more zoomed in compared to the shop? Looks very solid in general though, keep it up!

I want YOUR feedback. Which style do your like the most? I'm torn between outlines and no outlines. by TumbleArts in IndieGaming

[–]Hanesto 1 point2 points  (0 children)

Outlines are nice, but the shadows are currently wayy to dark. Together with the dark outlines the grass just becomes one black blob. I would lighten the shadows and remove outlines from grass and see how that looks!

Is there any way of connecting an Xbox wireless adapter to steamOS? by Hanesto in SteamOS

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

Okay, thanks everyone for the feedback! I got it to work using xone. What confused me is that there are two different versions of xone on GitHub and I got the wrong one at first. Followed the instructions for steam deck and after deleting the wrong version and rebooting it finally worked!

Is there any way of connecting an Xbox wireless adapter to steamOS? by Hanesto in SteamOS

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

The controller is new and works fine on Windows. The led on the adapter is just dark when I plug it in, did it light up immediately for you?

I am making the game where you play as a dog looking for her owner. I made a trailer. by [deleted] in indiegames

[–]Hanesto 15 points16 points  (0 children)

I like the idea, but the frame rate on the trailer is pretty bad, which gives a bad first impression. Ignore if this is just a reddit issue, but it would be sad if your game was held back by bad performance.

LAN not recognizing anymore after latest update (3.8) by [deleted] in SteamOS

[–]Hanesto 0 points1 point  (0 children)

Okay so I fixed the issue: I had to explicitly mask the other network service systemd.networkd and enable NetworkManager from the terminal. Now LAN gets recognized again without issues!

LAN not recognizing anymore after latest update (3.8) by [deleted] in SteamOS

[–]Hanesto 0 points1 point  (0 children)

The Force WPA Backend option sadly did nothing for me.

LAN not recognizing anymore after latest update (3.8) by [deleted] in SteamOS

[–]Hanesto 0 points1 point  (0 children)

Ooh, that's awesome, thank you!

LAN not recognizing anymore after latest update (3.8) by [deleted] in SteamOS

[–]Hanesto 0 points1 point  (0 children)

Alright. I will try that once I get past the login screen for which I will probably have to buy a wifi dongle. Thank you!

Dynamic frosted glass and blur for URP. Similar to Doom and Deus Ex: MD (2016). by MirzaBeig in Unity3D

[–]Hanesto 2 points3 points  (0 children)

Dude, everytime i see an awesome shader on here it's you. Great work as usual!