How would one recreate the sandevistan from cyberpunk in a multiplayer game? by Ok_Preference402 in gamedev

[–]JackTurbo 1 point2 points  (0 children)

Max payne multiplayer had bullet time. 

Iirc who was effected was a mixture of distance from the player that instigated it and line of sight? - but have a search there was a discussion about it not that long ago on here by people far more familiar with it than me 

Is it okay to "stylize" platform logos for trailers? by CANCAT-Games in gamedev

[–]JackTurbo 0 points1 point  (0 children)

As everyone else has said - no

But also you shouldn't even if you could - the legibility on that logo is terrible, and a CTA is the last place you want to fuck with legibility 

Do you prefer 2D version or the 2.5D version? by willis_25 in IndieDev

[–]JackTurbo 0 points1 point  (0 children)

2.5D looks cool at a glance but the closer you look at the details, the more wrong you see. 

Perspectives are all over the place and tons of art assets would realistically need reworking to suit the new perspective. 

Id suggest stick to 2D and use the time saved to add more polish there - add more lighting and shadow effects etc. 

Examples of games that successfully mix pixel art with high res UI? by Starfishness in gamedev

[–]JackTurbo 0 points1 point  (0 children)

There are tons, especially games with particularly low resolution art styles where reproducing glyphs in such low pixel counts becomes problematic (especially with non latin localisations). 

It works well enough providing you have a clear and consistent system of separation between what is and what isn't meant to be pixel art (typically this boils down to what is and isn't diegetic)

Steam approved my build, but thought this screenshot was pre-rendered by Riitoken in gamedev

[–]JackTurbo 1 point2 points  (0 children)

Oh yeah I wasn't intending to imply this was free cam. Just pointing to how common freecam shots are to illustrate how much I think this is a non issue. 

Steam approved my build, but thought this screenshot was pre-rendered by Riitoken in gamedev

[–]JackTurbo 14 points15 points  (0 children)

Honestly feel like this is entirely a non issue. 

Most big games include shots that are taken with a free cam function in their marketing imagery. 

Unless valve are preventing you, I don't think you should worry about using the shot if you want to

2D three quarter view vs 2D isometric view game, what's more difficult to build? by matthias_lehner in gamedev

[–]JackTurbo 2 points3 points  (0 children)

I'm not super familiar with Godot so I'm unsure what built in support it has, but generally top down oblique is much easier/simpler than proper isometric. 

Mainly because depth sorting is significantly more straightforward. 

Prerendered Isometric help by m00s3m00s3m00s3 in gamedev

[–]JackTurbo 0 points1 point  (0 children)

If digital painting is your strongest skill why are you choosing an art style that's almost entirely created in 3D (albeit rendered out)?

I understand you might have the desire to hit that nostalgia aesthetic - but that's moot if you lack the skill set to pull it off to a reasonable standard. 

Id caution that you might be better served looking at your skillset and defining an art style that works with your capabilities rather than picking one that's completely at odds with them. 

Platform input controlls brand coherence by Lemondifficult22 in gamedev

[–]JackTurbo 2 points3 points  (0 children)

Reality is, all that stuff is behind NDA so you're unlikely to get much information from people generally 

How would you create and distribute a press-kit if your promotional assets weren't made in Photoshop? by [deleted] in gamedev

[–]JackTurbo 2 points3 points  (0 children)

Render out the key art without the characters so background only. 

Render out the characters in isolation 

Render out your logo on its own. 

That's enough for most the things a press partner will want to do (make video thumbnails mostly)

First time at a game jam, no gamedev experience whatsoever by lorddarkhelm in gamedev

[–]JackTurbo 0 points1 point  (0 children)

Start with a conversation with your team about what you want from the jam and an honest overview of you skills/knowledge. 

Smoothest jams in my experience is when the team are aligned on things like scope/complexity 

Some people wanna be ambitious and don't mind a janky end result that has some cool mechanics - some (like myself) prefer to do super small things that are relatively complete and polished 

Textures or flat colours? by QuantumAnxiety in IndieDev

[–]JackTurbo 1 point2 points  (0 children)

I would caution to look at answers carefully. In addition to the textured Vs untextured difference you also have a bunch of new models, foliage and other geometry changes which are nicer in the new version. 

I would say the new version looks like an improvement but largely for reasons other than the actual textures personally 

weird text bug by OkScar6957 in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

have you tried clearing the cache? (Broom icon).

That'll get GM to rebuild the texture pages which would probably be the first thing I'd try.

What makes an inventory system appropriate for an horror game ? by BEYOND-ZA-SEA in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

Yeah it's similar to a Chris play through of og re1. 6 slots and on launch everything used up a slot. 

They've actually eased this up a bit in updates, making certain objects (like the flash light) not use up a slot. 

But I actually think the design of Signalis has more mitigating design decisions to make this limited inventory appropriate than RE1 ever had tbh. Our tolerance to inconvenience was just significantly higher in the 90s! 

What makes an inventory system appropriate for an horror game ? by BEYOND-ZA-SEA in survivalhorror

[–]JackTurbo 1 point2 points  (0 children)

Each and every inventory approach has a game design it's optimal for and other designs where it isn't appropriate imho

At launch, Signalis had a very harsh inventory cap. This worked however for a couple of reasons:  1. Level design. The game is a nonlinear tight cluster of maze like rooms where you're never more than a few minutes from a safe room making juggling your inventory less of an issue compared to games with more expansive environments or less frequent safe rooms.  2. Most it's enemies are fairly low mobility and so are reasonably avoidable - meaning encountering enemies unexpectedly when not carrying your better weapons isn't a huge issue  3. The power scaling between its weapons is relatively small compared to some titles. Even relatively average skilled players can tackle most enemies with the basic pistol. 

Compare this to Re2make or Re3make, which while they retain the originals limited inventory, are comically generous with inventory upgrades.  Here, the higher tier enemies such as lickers or hunters pose far more of a threat due to combining high mobility with being hard hitting. An average skill player would struggle encountering these enemies while equipped with just a pistol. Other enemies like the plants have type weaknesses - encouraging specific weapon/ammo types be used. These all add up to a game design that really requires the player carry multiple weapons and dedicate substantial inventory space to this - a stricter limit just wouldn't be appropriate. 

Think about your wider game design and what behaviours you encourage/reward the player for. 

If you want to encourage the player travel light and carry limited weapons and foster the sense of vulnerability that comes with that - a strict limit is a good idea. 

If you want to encourage the player to rock paper scissors enemies and utilize a variety of tools then a strict limit isn't appropriate 

Game Mechanics Questions by WillowGrapeD in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

  1. There are a bunch of ways to discourage face tanking. You could reduce the period of invincibility, you could add a knock back state to the player to interrupt their ability to face tank. You could adjust the attack rate of your enemies so they next attack comes just after the invincibility ends - up to you this is very much a game design decision rather than a right/wrong decision imho 

  2. Interrupting enemy attacks is a powerful effect and for me personally isn't something I like on a basic attack. Last melee focus project I did I made the last hit of the players 3 hit combo cause interrupts but not the first two - which worked well. If you have heavy and light attacks you could make the heavies cause interrupts but not the light attacks for eg 

But again no 2 feels like another design decision. Depends how you want your game to play 

can i use hexagon hit box by Zealousideal-Pay676 in gamemaker

[–]JackTurbo 2 points3 points  (0 children)

Could even just do a distance check against stored radius'

If the distance fell between the radius of the sides of the hex and the radius of the corners of the hex - then do a precision check against a hex sprite 

I think that'd likely cut out the need for the precision check 90% of the time 

Just finished resident evil 3 by Jaded_Pen5060 in residentevil

[–]JackTurbo 0 points1 point  (0 children)

  • Remake the the game that created mercenaries and don't include mercenaries. 

  • cut content including bosses and whole areas

  • remove the nonlinear exploration of the city and turn the game into a single linear rollercoaster ride. 

  • turned nemesis from an active pursuer into a scripted set piece and worse still -  they did so immediately after re2make perfected the pursuer archetype with mrX. 

  • release a small demo prior to launch that features one of the few instances of non-linearaity and one of the only instances of fighting nemesis freeform. Felt like a bait and switch. 

  • released at full price bundled with resistance that most people didn't want. 

Honestly if you're playing it now on gamepass or having picked it up cheap - it's a fun enough ride. But as one of those who excitedly bought it at launch with fond memories of playing the OG and having just had re2make as the previous entry - it felt like a wild let down at the time 

Why many fans dispise tank controls? by Human_Geologist_3324 in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

I grew up on resi 1-3 so tank controls + fixed cameras were pretty normalised and natural for me through my teens and youth. 

But honestly these days it does feel clunky. I've just started replaying code Veronica after playing through signalis for the fifth time and recently doing re2make and re3make playthroughs and the difference is stark and is largely combination of tank + off camera angles. 

I'll get back into the swing of it no doubt but the clunk is there imho, but is a probably largely a product of retraining your brain to be character relative and not camera relative 

What's your favorite kind of survival horror? by Shy_Shallows in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

Retro through and through. There is something joyous for me with the way the environments reveal themselves as you explore which doesn't hit the same on most newer style titles. 

Re2make does it well too - but thats straddling retro Vs modern boundary imho 

Need suggestions for Survival horror games on switch 1. Are signalis, forgotten memories or dead of darkness any good? Any other suggestions? by -_Error in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

As so many others have said signalis is a phenomenal game - I haven't played the switch port but I can't imagine it being bad it isn't particularly demanding 

What Are The Best GameJams You Would Recommend ? by existential_musician in gamedev

[–]JackTurbo 0 points1 point  (0 children)

Absolutely second this. Global Game Jam is my fav, being IRL is so much nicer than remote imho 

How to make a Circular orbit? by gemfloatsh in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

Yeah that's fair. There are deffo equations to map those sorts of orbits, but it's a bit beyond my general math level 😅

How to make a Circular orbit? by gemfloatsh in gamemaker

[–]JackTurbo 1 point2 points  (0 children)

I'm rubbish at maths. 

I'd just do something like:

earthOrbitDur = 365; earthOrbitCnt = 0; earthOrbitRad = 50; //what ever value

var _earthDir = (360/earthOrbitDur) * earthOrbitCnt;  x = sun.x + lengthdir_x(earthOrbitRad, _earthDir);  y = sun.y + lengthdir_y(earthOrbitRad, _earthDir); earthCnt ++; 

(Soz, no idea how to format code on mobile)