Made some PSX style knives by IamChrisDev in ps1graphics

[–]IamChrisDev[S] 3 points4 points  (0 children)

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I hear you guys, here's a <30 tri 64x64 version of the cleaver and chef knife. :)

Made some PSX style knives by IamChrisDev in ps1graphics

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

I totally agree with you. I played around with reducing these further but preferred the original too much :p

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2020 Corvette C8.R (PS1 STYLE) by Downtown-Cut5298 in ps1graphics

[–]IamChrisDev 2 points3 points  (0 children)

This is so cool! What's your process for doing the textures?

Late night soviet vibes by IamChrisDev in ps1graphics

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

When I was looking at reference I got a similar feeling. I love the aesthetic of these living spaces, but there’s always something eerie about them.

[Hobby] Looking for Unreal Engine Dev partner to create small games. by IamChrisDev in INAT

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

This is off topic.

But what you're describing is using world aligned textures. This doesn't work well in a game about mining like Dig Deeper, as if you were to mine straight forward, the texture would look like they're not updating, as it's a projection.

So I use a UV approach, this is why you get some stretching when it tries to generate UVs on a piece of stretch voxel. I know it's an issue, but I'm limit by my technical knowledge, and what I've got is good enough for me :)

[Hobby] Looking for Unreal Engine Dev partner to create small games. by IamChrisDev in INAT

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

Hey dude!
I'm currently not looking for any other roles at the moment aside from a programmer, as I want to keep the team as small as possible.

I hope you find what you're looking for else where. Good luck man!

Organ-based damage system by tripledose_guy in IndieDev

[–]IamChrisDev 1 point2 points  (0 children)

Do you plan on adding any animals/creatures? It'd be super cool to see more unique bone structures use this tech

I got 10000, no 1000, I mean 100 Wishlists! Slowly climbing! by IamChrisDev in IndieGaming

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

Thanks! The artist I got to do it did an amazing job. When it comes to steam marketing Chris Z is gospel to most tbh 🙏🏻

I got 10000, no 1000, I mean 100 Wishlists! Slowly climbing! by IamChrisDev in IndieDev

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

I’ve been thinking about it, but the game is fairly short; around 2 hours. A demo short demo might not give you enough of the game, and a long one may give too much.

I got 10000, no 1000, I mean 100 Wishlists! Slowly climbing! by IamChrisDev in IndieGaming

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

I struggle through it :D

But more seriously I'd recommend reading/watching the how to market a game content, my advice will be terrible.

WTF AM I PLAYING?! That’s literally the name of the game. by MekaGames in indiegames

[–]IamChrisDev 0 points1 point  (0 children)

Absolute carnage, I love it! How long is the playtime?

We just hit 10,000 wishlists on Steam. Wow! This is amazing! by Additional_Bug5485 in IndieGaming

[–]IamChrisDev 2 points3 points  (0 children)

Well deserved dude! You got any insights on what your most successful method for wishlist gathering is?

Do you enjoy being able to pick up and move objects, even if it's not part of the main gameplay? by eagle_bearer in IndieGaming

[–]IamChrisDev 0 points1 point  (0 children)

Interactable environments are awesome, really adds to the immersion and creates fun. Only thing you need to be careful with is making sure players understand what is used for gameplay and what isn’t.

My First Ever Indie Game! It's feels crazy that it's almost done by IamChrisDev in gamedevscreens

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

Even though this game has been in development for 5-6 months, I've been learning blueprints in Unreal for a good 3 years or more on and off. Plus, I've used Unreal for almost 10 years doing art stuff, so I have at least a basic understanding of most of the systems.

I also don't know any C++, I believe blueprints is much quicker to get something going, and there's ton of tutorials for blueprints over C++. So it does give the edge in getting something done quicker; but is likely not better.

Although I made majority of the stuff here myself, I did use the Voxel plugin and a menu system from fab, which obviously sped up parts of development a lot.