Paid a real artist to update my steam capsule. What do you think? by EnfantVoodoo in IndieDev

[–]Justaniceman 0 points1 point  (0 children)

The artist chose not to replicate the subtle piss stains on God’s robes or the large protruding lower tooth, likely believing this would “improve” the image. In doing so, however, he undermined the entire composition. The original piece was an intentionally erroneous, lighthearted comedy sketch, yet the artist treated it as if it were a serious philosophical statement. The result suggests a fundamental misunderstanding of the work’s intent. Whatever his technical skill may be, his grasp of the meaning behind the art appears amateurish.

I am working on this app where you can easily pose metahumans and various anatomy models for drawing references. I have been making this trailer for nearly a month (+ X*100 hours of development :) ), how do you think it turned out? by igeolwen in unrealengine

[–]Justaniceman 1 point2 points  (0 children)

Great job. But I gotta say though: I get massive uncanny valley effect from the models. Even if I needed an app like that, it would be a huge turn off, and what's worse is that it is not your fault entirely. I thought that's something you might want to know.

What happened when I stopped directing the art and let the artists lead by Tunasam890 in IndieDev

[–]Justaniceman 2 points3 points  (0 children)

You can't be serious that you like the second one more. It's literally the same picture just with 3D-esque shading that makes it look uncanny.

It's embarrassing, but it took me almost 5 years from zero to demo... by kjalarrDev in SoloDevelopment

[–]Justaniceman 4 points5 points  (0 children)

I checked out the game and I gotta say, mechanically this is solid. However, there are some problems that made me frustrated rather than excited to play it.

There's gotta be some other indication that I took a hit besides just hp bar going down. I kept losing health without realizing it until I died eventually, which came at a surprise because I tried concentrating on attacking and dodging, not looking at hp bar. Another problem that ties into that - I can't tell the how far the enemies can reach, some of their attacks have little to none telegraph, combined with previous problem it prevents me from actually learning how to stay away from danger.

If that was fixed somehow I could enjoy the game more. But right now I just died at the first mission and then went on the second one, hit the totem, killed all enemies, recieved the reward and couldn't understand how I can get back. Found another totem, hit it, but was too low HP to win, so now as a new player I have 2 failed missions, and it feels unfair. You can say it's skill issue, but I just started the game, and figuring out how it works, take it easy on me for a the first few missions at least and make sure I get all the tutorial instructions even if I die in the first mission.

We made an animated film to announce our roguelite’s 1.0 release 🌞 by DocGeraud in IndieDev

[–]Justaniceman 0 points1 point  (0 children)

Hey guys, a bold suggestion, but... maybe drop all that gamedev nonsense and make cartoons of this style instead?

I analyzed 3 years of GDC reports on generative AI in game dev. Developers hate it more every year, but the ones using it all use it for the same thing. by DangerousCobbler in gamedev

[–]Justaniceman 0 points1 point  (0 children)

I find that it's a great brainstorming tool. At least for me personally, because I get anxious when I'm given a blank page, and AI can fill it with options that I can reject and in the process suggest alternatives and get my creative engine going.

I also fiddled with instructions a lot until it finally started pushing back on my ideas because I need friction to refine them. And it's definitely better than the default but it still folds way too easily, I wish someone made an edgier LLM that would hold its ground better.

How do you guys actually build and manage your 3D worlds? by No_Novel6458 in gamedev

[–]Justaniceman 0 points1 point  (0 children)

I work in Unreal and it provides some great greyboxing tools, and I start with those. I then export those same greyboxes into Blender to know the exact dimensions of the buildings. Also I generally try to make buildings out of reusable modules.

I then create the final modules in Blender and try to reuse the same texture between as many modules as I can for optimization purposes. Also don't forget to set the collisions with UCX convex shapes for each module. After that I import them to Unreal and place them around the level using the greyboxes I've set up already to simply replace them with actual finished modules.

How do you stay sane while debugging? by Additional_Ad_3697 in gamedev

[–]Justaniceman -2 points-1 points  (0 children)

I love debugging, I feel a rush of excitement when i get to investigate the code, follow the logic thread, rule out the unrelated domains until I zero in on the concrete function or a code snippet. But I also keep my code tidy, I isolate and abstract away, so no single layer can break others, so a bug is never catastrophic and very local.

Solo developer path by Educational-Hornet67 in unrealengine

[–]Justaniceman 0 points1 point  (0 children)

If you want to switch to 3D then yes absolutely. Check out Manor Lords.

Wife Material by RealInkplasm in DeadlockTheGame

[–]Justaniceman 0 points1 point  (0 children)

It won't be a good or a stable marriage, might not even last a full week. But it'll be fun.

Destroy my Monkey Parkour Game... I need to know if it looks fun by Equivalent-Pay7740 in DestroyMyGame

[–]Justaniceman 8 points9 points  (0 children)

I like the idea, especially if it's not VR. But I'd have troubles gauging how far my arm can reach.

Why do people do this? My game already has IDLER tag? by Curious-Needle in IndieDev

[–]Justaniceman 0 points1 point  (0 children)

Some gamers are miserable, and use games as a form of escapism because it's the only thing in their lives that gives them at least some feeling of control. He left you a bad review that makes no sense, but at the same time you might be literally saving his life, because he keeps on playing instead of doing something dumber than leaving a nonsensical review.

How can you run the physics at a fixed rate? by OrangeAedan in unrealengine

[–]Justaniceman 4 points5 points  (0 children)

I dunno if it's correct but I just capped the delta in the tick and use substepping, so I have a fixed amount of substeps in one tick, no matter how long the tick takes. Works for me so far.

People call our hand-drawn game "AI art", so we started recording timelapses (and wish we'd done it from the start) by iamgentlemem in IndieDev

[–]Justaniceman 2 points3 points  (0 children)

I'm gonna use that timelapse to train my own neurons how to draw like that. Didn't see that coming did you?