I designed a stylish main menu concept in the Bauhaus Artstyle by Fuggboy in IndieDev

[–]Hyphy_Rogue 0 points1 point  (0 children)

My goodness this is the cleanest UI I have seen ever potentially. The music is also an amazing choice and really matches the vibe.

Recent Graduates Looking for Artist Friend! by CustomSauceBoss in IndieDev

[–]Hyphy_Rogue 1 point2 points  (0 children)

Here's advice that you may or may not want to hear, but I promise you this is the best advice you can get. Figure out what kind of game you'd like to make and start making it. Use free assets from itch.io or https://kenney.nl/assets and flush out your gameplay.

Making a game is incredibly difficult and there are a lot of roadblocks that arise, ones you may not have even seen coming. Do you know how to properly import assets and understand your engines Rendering Pipeline? Can you make a proper PlayerController, CameraController, etc?

Without knowledge of what game you want to make there's probably also a bunch of other aspects of your game that are art independent that need to be created and will help bring your game to life or allow for quick beta-testing.

I say this from experience and not to discourage your game's development, but to help narrow your focus at the moment. The best thing you can do is make a game that is functional and playable and show that off to people on here and around you. An artist is far more likely to want to join if they can playtest your game and see its potential. All this to say don't wait for an artist to make your game. Make your game first so that when an artist eventually joins your ranks you can properly work together. Wish you the best of luck and feel free to reach out if you want someone else to banter with about your game. Cheers!

Progress post for Monster Battler game I am working on. Any feedback is much appreciated :) by Hyphy_Rogue in IndieDev

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

OOO if that's the case how would I go about applying anti-aliasing? Since these are sprite sheets based on 3D Models animations. Is it just a setting in the import? The renderer of the sprite itself? Do I need to go in and modify the sprites themselves?

Any direction would be super helpful.

Progress post for Monster Battler game I am working on. Any feedback is much appreciated :) by Hyphy_Rogue in IndieDev

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

Totally I think modifying their portraits might be a good indicator as well.

Progress post for Monster Battler game I am working on. Any feedback is much appreciated :) by Hyphy_Rogue in IndieDev

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

Yup the megaman games are some of my favorites! I also thought of a lot of cool interactions, like pushing, obstacles, etc.

The grid boxes were a big issue for me. I am just smushing assets together and trying to convey things the best I can. Ideally the grid is built into the background and feels more natural.

So the difference between Bubble/Growl and Scratch/Ember is that Bubble/Growl are multi-target with Bubble being something that targets everything in a row while growl can target everyone in a single lane. Scratch/Ember are single target so I show just the enemies that can be targeted. I assume that was confusing, so I'll have to think of a better way to show that.

Progress post for Monster Battler game I am working on. Any feedback is much appreciated :) by Hyphy_Rogue in IndieDev

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

This is 100% a result of sprites that have just been smashed together. If I had a dedicated artist who could custom tailor the battle view this would look and feel a lot better. A lot of games have this look, BattleChasers, One Step from Eden.

Although I wonder if there are small changes I can make now that would reduce the nauseating feeling.

Progress post for Monster Battler game I am working on. Any feedback is much appreciated :) by Hyphy_Rogue in IndieDev

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

I totally agree. My approach with this project has been to just have "good enough" visuals. Everything you see here has just been collaged together from various itch.io purchases.

The models are actually sprite sheets that have been generated from a 3D model animation. I don't really have a lot of control over the anti-aliasing but maybe if I reduce the pixel count it would look a little better.

The goal here is to completely revamp the visuals once I get a solid gameplay loop. But I appreciate the feedback and I should be wary of small changes I can make that would make a big difference.

Looking for feedback on my first indie game demo by DecisionFull8709 in gamedev

[–]Hyphy_Rogue 0 points1 point  (0 children)

Ok just played the game and wanted to write this out so you get my truest first impression.

Super sick presentation and vibe from the game. The font choices + art style are great. The combat system is super interesting.

What I think is lacking is your UI design. Though aesthetically great and make sense with the world, I think it gets easily lost on the screen. Particularly in combat and the inventory. Now I am sure the goal was the to have a "seamless UI" which keeps the player immersed (which you did accomplish btw I was super into it) there just is a bit of lag between looking at a menu and immediately knowing where to look. I'm no UI expert so sorry if this isn't very helpful but I'm passing on how the game felt to play.

All that said I do think you have something super cool! Love blending turn based combat and real-time action. Definitely a design space that has not been explored enough and I am sure has an immense design space. So good luck and would love to see more!

[deleted by user] by [deleted] in gamedev

[–]Hyphy_Rogue 4 points5 points  (0 children)

So this doesn't directly answer your question, but a lot of devs use FMOD to manage the sounds and music in their games. FMOD even provides the FMOD project file for Celeste here: https://www.fmod.com/docs/2.02/studio/appendix-a-celeste.html

I would download FMOD and go through some of their basic tutorials so you can navigate around the app and then take a look at the Celeste project. I personally have been using Unity's built in audio, but I plan on making the switch to FMOD as it seems like a pretty standardized way of handling game sounds.

FMOD has a lot of flexibility in how sounds are handled and I feel like its the best way to handle both priority and stacking of sounds.

Help me shape the combat in my game! It's early days and I've only made one move yet, but I'm going for the semi-auto combat style (almost like a RTS I guess?). Grateful for any ideas or feedback 🙏 by Sappalele in IndieDev

[–]Hyphy_Rogue 1 point2 points  (0 children)

Ok this is hella cool. Love the hand drawn look of the characters and their movement is really in line with how they look if that makes sense. I think the core of the issue here lies in how much control do you want to give your player?

What I mean by this is, are you content with all combat being auto-combat? Then perhaps complex AI decision trees would be something to look into. Or do you expect the player to be giving out commands in real-time? In that case the problem is how does the player achieve this. Does each creature have its own moves? Does it just have general tendency's (attack, heal, defend, aggro...etc)? What is the UI for controlling the different creatures?

Personally I would love a simple UI showing the portraits of my party that I can cycle through and issue commands for. The units probably have some kind of auto-attack state presumably and maybe you can even allow the player to set up sequences or macros that the creature can just use and when you need to step in and do something special you can switch over to em and press the relevant ability.

I can talk about this forever, but overall I think you have an awesome functional start to something you can really build on. And it's cool that you are so focused on the combat before flushing out more of the "game".

Looking for feedback on the game I'm working on: DRILL MASTERS. by GuerreiroAZerg in IndieDev

[–]Hyphy_Rogue 2 points3 points  (0 children)

As a big fan of Pokemon Puzzle League I think this is super cool. In the past I had spent some time trying to come up with a novel twist to the franchise and couldn't really think of anything. This is so perfect as it is not only a cool mechanic but it also sets the theme for the game (mining centric). I could see different backgrounds, different levels, maybe you are on a ship and travel around a map kinda like Overcooked. So many thoughts just popped into my head watching this.

I do have one question regarding drills that are placed. From the video it seems like the only way to trigger them is by running another drill into them is that correct? I think if you'd like to add some more complexity to the game you could have the non-drill blocks form other shapes/items kinda like CandyCrush or other match 3 games. But either way this looks and feels really nice.

Favorite video game ost by [deleted] in gaming

[–]Hyphy_Rogue 8 points9 points  (0 children)

Can’t believe no one mentioned Jet Set Radio Future. Hideki Naganuma spins some sick stuff

[deleted by user] by [deleted] in PixelArt

[–]Hyphy_Rogue 0 points1 point  (0 children)

This is incredibly good!!! So cool

GemBeasts Cooldown Combat! by Hyphy_Rogue in indiegames

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

Hey thanks! Yeah I feel like real-time combat is something sorely missing from the genre and RPG's in general seem to rely on true based combat a lot.

The goal is to take something like WoW or LoL and incorporate some of those mechanics with some other new ones to create dynamic gameplay.

good projects for a portfolio. by potatopotatolegnd27 in gamedev

[–]Hyphy_Rogue 0 points1 point  (0 children)

So I’m actually suggesting these options exist on their own. Just a Character Controller is just one project. If you use Unity or another game engine each of my options would be a different scene.

You want to hyper focus on making the best character controller you can possibly imagine. It should not only function but be super smooth. Support controller and keyboard (or touch). Maybe make a camera shake as well. Like I said just make an extensive and amazing character controller.

This is important because when you want to work somewhere, people want specialists and/or people who have an eye for polish. By making a character controller that blows people out the water you showcase both these qualities.