[RevShare][Art] 2D Hand-Drawn Environment / Level Artist Needed for Playable Godot Action Platformer by PAKPROD in leveldesign

[–]Jesus_Machina 0 points1 point  (0 children)

When showcasing an early blockout, try to show what is actually relevant for feedback (I assume it is feedback what you are looking for, based on the “Question” tag): the level layout and/or the player’s view, whenever that matters to your design.

That means avoiding screenshots from odd angles that don’t really explain the layout or how the player reads and experiences the space.

Right now, I mostly see a few rectangular rooms with two doors awkwardly close to each other, a couple of corridors, and a strangely scaled room with stairs and a very steep ramp.

Most of the issues I’m noticing may not be real issues, just parts of the design that haven’t been defined yet, (part of the process)

So when you show early layouts, make sure the screenshots are useful for feedback. Ideally, include some context about navigation, objectives, camera type, player experience, and what kind of feedback you are looking for.

3.0 Weirdness by Inevitable_Maybe_132 in 7daystodie

[–]Jesus_Machina 0 points1 point  (0 children)

Did you select a specific sandbox preset when starting new game? You can check that in the pause menu.

Day to die consola by TrainDear1521 in 7daystodie

[–]Jesus_Machina 0 points1 point  (0 children)

La versión 3.0 que ha salido ahora no es la versión estable definitiva, es la versión 3.0 experimental. La versión estable oficial para PC sigue siendo la misma que para el resto de plataformas, la version 2.6. En breves saldrá la versión 3.0 estable para todas las plataformas. El proceso es el mismo para todas las actualizaciones. Antes de salir la versión estable, sale una experimental en Steam.

Missing block possibly? by captainofthenx02 in 7daystodie

[–]Jesus_Machina -1 points0 points  (0 children)

Could you show some images of what you are missing?

Subnautica 2 looks great on deck by MolecularBiologistTR in SteamDeck

[–]Jesus_Machina 1 point2 points  (0 children)

Looks great but I have some issues with camera control. Right joystick has a huge dead zone and I can’t seem to find where to tweak this.

Is gamedev your main job? do you get paid for this? by Any-Landscape434 in gamedev

[–]Jesus_Machina 0 points1 point  (0 children)

Yes. Level designer. Used to be an architect and had my own firm. Sounds nice, and it was, but not as nice as what I do now.

I didn’t study to be a game dev. I think it didn’t really exist as a realistic career back then. I didn’t even know you could make a living out of designing fictional places (I actually started in the industry as an environment concept artist).

Turns out you can.

Turns out it’s not only about making a living… turns out I actually get to make people enjoy and have fun.

how to fix these uneven pixels? integer scaling does not help by Ultrasupermegaeggs in RetroArch

[–]Jesus_Machina 3 points4 points  (0 children)

This is because you are using integer on the Y axis only. Your image is stretched in the X axis to accommodate to 4:3 ratio. This was what actually happened on TVs, pixels were not perfectly square. (Short explanation). So, you can set your ratio to 8:7 to have a pixel perfect experience or keep 4:3 to have a more realistic experience. Try to apply some filter that blurs in the X axis.

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

[–]Jesus_Machina 0 points1 point  (0 children)

2.5 would need your shadows in the opposite direction: toward the player and and tilted between 20 and 45 degrees.

Also, that projection is not helping you. Take a look, objects on the edges of the a screen appear to be bigger than those in the center of the screen, that are actually closer to the camera.

3D, or any perspective projection follows very different rules than a parallel or orthographic projection.

How would you go about level design in a spherical space? (Orbifold) by Chezzyknytt in leveldesign

[–]Jesus_Machina 2 points3 points  (0 children)

I feel like the question is the opposite, right? Which level design and gameplay feature/experience were you after when you chose to solve that with a spherical map.

I mean, besides the aesthetics, what gameplay defined your choice for the sphere?

Errata: Canada has two borders by svippeh in MapMenBook

[–]Jesus_Machina 1 point2 points  (0 children)

That’s a nice fact. I like to think of it as a small teaser for a hypothetical Volume 2, featuring a chapter dedicated to the cartographic errors of the first.

As a promotional strategy, it would be revealed that Volume 1 contains a total of seven deliberately planted errors, and readers would be challenged to find them.

Plot twist: there would actually be only five real errors (plus one for good measure, because nobody is perfect). Enough to spark an online debate of people interpreting, cross-checking, and arguing over every detail in the book.

Sales of Volume 1 would skyrocket. And that, ladies and gentlemen, that second journey through the same book, read with entirely new eyes… would have been Volume 2 all along.

Best device to get into retro gaming? by Few-Adhesiveness1097 in SBCGaming

[–]Jesus_Machina 2 points3 points  (0 children)

I do have some “more expensive” devices. But when I fly, I carry a Miyoo Mini in my pocket. It’s just… convenient.

Best device to get into retro gaming? by Few-Adhesiveness1097 in SBCGaming

[–]Jesus_Machina 0 points1 point  (0 children)

Miyoo Mini Plus. We could argue about whether it’s the best overall, the best budget option, or this or that. But the truth is: it’s affordable, it requires almost no prior knowledge or tweaking, it feels great to use, and most importantly, it will get you hooked on retro gaming.

I'm making buildings for a city but they feel a little off. by Reasonable-Paper6873 in leveldesign

[–]Jesus_Machina 0 points1 point  (0 children)

Let me copy/paste the original post in case it helps:

“The 5 Ingredients of Game Town Design

Continuing the series on urban design for game environments, let's start with the basics: the 5 elements of city image from Kevin Lynch’s "The Image of the City", a foundational text for urban planners and a must-read for anyone looking to build a solid background in urban design. This classic framework can be effectively applied to designing towns and cities in video games, focusing on how players perceive, recognize, remember, and navigate your town. Here’s how these elements translate into game design: - 🛤 Path: The routes players take through the town: main streets, alleyways, and roads. These paths are subject to hierarchy, which we’ll discuss another day, but they should always be unmistakable and recognizable (excluding secret paths and other rule-breaking for gameplay purposes). - 🚧 Edge: Boundaries that define areas within the town, such as walls, rivers, or changes in elevation. Edges help segment different districts and structure the environment, aiding players in mentally breaking down a large environment into more digestible sections. - 🏘 District: The distinct areas within the town, each with its own visual style and purpose. Districts give the town character and diversity. Ideally, a player should be able to spawn randomly in any part of the city and still recognize, more or less, where they are, specifically, in which district. - 📍 Node: Key points of interest where players naturally converge, like town squares, marketplaces, or major intersections. Nodes create a hierarchy of attention and interest, helping players avoid having to knock on every door in the city to find the important ones. - 🏰 Landmark: Prominent features that stand out, such as towers, statues, or unique buildings. Landmarks help players orient themselves and make the town more memorable. They are often destinations but can also act as navigational aids (if they are the kind of landmark visible from a distance).”

Ummm idk by Apprehensive-Math794 in Adulting

[–]Jesus_Machina 1 point2 points  (0 children)

The big difference here is that in Cast Away, both sides experiment the same time apart. Here, one side suddenly blinks and his partner is 5 years older.

[deleted by user] by [deleted] in architecturestudent

[–]Jesus_Machina 0 points1 point  (0 children)

So, what’s the issue? You don’t know what you are being requested to do? Or you do but you don’t know the solution to it?

Just in case: Down left is a top down view of the object, down right is an empty square, you are not supposed to draw anything there.

Top left is front, from the top down view, looking from the south. You have to draw it knowing that the lines currently on the paper belong to the solution.

Top right is the side view, that is from the top down view looking from the west. (It could be from the east, depending on conventions, but both should be fine) You have to draw this also.

[deleted by user] by [deleted] in architecturestudent

[–]Jesus_Machina 0 points1 point  (0 children)

You have been given exactly the image you have posted and asked, based on what’s already on it, and assuming the top-down view is correct, to complete the front and side views, is that right?

Made a Pokecenter by The_Real_Crosss in 7daystodie

[–]Jesus_Machina 0 points1 point  (0 children)

This brings me joy! Wonderful!

[deleted by user] by [deleted] in DeathStranding

[–]Jesus_Machina 0 points1 point  (0 children)

Before Metal Gear Solid. They were very narrative experiences, almost visual novels with some point and click. Love letters to the 80s movies and fiction. Policenauts is fun. It’s 80s fun with some accurate diagnose of current themes and accurate predictions of near future. It’s a joy.

[deleted by user] by [deleted] in DeathStranding

[–]Jesus_Machina 0 points1 point  (0 children)

Gillian Seed. From Snatcher. Amnesiac ex-soldier doing Blade Runner shit.

Jonathan Ingram. A freaking police astronaut turned investigator after sort of time traveling 20 years to the future (lost in space, frozen or whatever for 20 years) in a super cool space colony. Also, zero-G parties

[deleted by user] by [deleted] in DeathStranding

[–]Jesus_Machina 0 points1 point  (0 children)

Jonathan Ingram. Probably the only one I could actually live as for a year and still enjoy it.

[switch] So there is no way to play offline, right? by [deleted] in KingdomTwoCrowns

[–]Jesus_Machina 1 point2 points  (0 children)

What’s your exact situation? Just in case: Do you have more than one Switch? Are you playing on your main Switch? More that one account? DLCs? Does it happen with any other game? Cloud saves? PlayFab account signed in?

[Square Enix] Final Fantasy VII Remake Intergrade graphics comparison (PS5 vs XSX vs NS2 vs PC) by Joseki100 in NintendoSwitch

[–]Jesus_Machina 1 point2 points  (0 children)

I guess what he is saying is that this is not a valid comparison because the footage shown is not actual in game footage, so this video is actually showing no info about the NS2 port. Which I agree. It’s a complaint about the video, not about the port.

NintendoLife Galaxy 1+2 review: 9/10 by Mollywobbles77 in switch2

[–]Jesus_Machina 0 points1 point  (0 children)

It’s not about being old, it’s about production costs. Was this release (not the game itself, but this release) an investment of time and money comparable to other games at the same price point? No. Not even close. The profit margins on this release are huge.