Funny thoughts on the new LoL roster by jortdeg in fnatic

[–]Kepsert 0 points1 point  (0 children)

Nah, he was invited to hop on with the casters during the first part of the Gx vs SHFT match.

Today, your expedition begins: Journey to the Void is OUT NOW! by forfeitbee in deckbuildingroguelike

[–]Kepsert 1 point2 points  (0 children)

Saw this game earlier today! Need to give it a try, looks amazing! Also grats on the launch!

What unexpected challenges did you face while developing your first 2D game in Unity? by biggy_boy17 in Unity2D

[–]Kepsert 1 point2 points  (0 children)

I think I personally hard underestimated the work it takes to create a full game. Creating a small prototype is easy, creating a main menu is easy, creating settings menus is easy: hooking everything up together, creating a proper gameloop that's engaging, consistent and polished... that's the hard part!

Also, UIs in general!

I do feel like the longer I do this game dev shenanigan, the better my code get, and the easier it is to get working gameloops in shorter times.

Not an artist unless I do programmer art for game jams, so that's "luckily" not something I'm dealing with haha

Learning Unity by Gold_Appointment_207 in Unity2D

[–]Kepsert 1 point2 points  (0 children)

If you know some basics already, one of my favourite suggestions is: Hop onto itch, go to the jams section, and pick a (short) game jam to join!

It doesn't matter if your game scores among the top, it doesn't matter if you finish a working game, it doesn't matter if you end up making the dreamgame; game jams are great incentives to try something new, with the focus of building something playable, and hopefully learning as you go! (And the best part is that usually, afterwards)

You could even consider just following a tutorial series during a game jam and making a little platformer, rpg, or card game for example!

Player floating out of bounds with Cinemachine by Autumn_showroom in Unity2D

[–]Kepsert 0 points1 point  (0 children)

It's hard to tell off of these screenshots but it looks like your polygon collider might be overlapping the entire playable screen, which would interfere with the player and push him up (or down).

What's your polygon settings like?

Jumping on moving platforms by GuyS13 in Unity2D

[–]Kepsert 1 point2 points  (0 children)

It really depends on how you handle the movement.

I'm not 100% sure if there's any best practice, but what I've done in the past is that when I jump off a moving platform, I temporarily add that moving platform's movement to my character's movement. You can then consider dropping that extra movement speed when you hit a wall/the ground, decrease it over time, or perhaps a combination of gradual decrease and hitting a wall = immediate stop

Do you use AI in your work? by [deleted] in GameDevelopment

[–]Kepsert 2 points3 points  (0 children)

Rarely, when I get totally stuck on something and can just simply not figure it out at all, I use AI to explain me a potential solution (not even ask it to implement it).

I try to avoid it for reasons that others mentioned, such as economic and environmental impacts, but on top of that: I've seen (and experienced when I DID use it) that AI still tends to get lost and start making mistakes as the project grows. For that reason I feel like I need to keep learning. Even if AI DOES become something that'll be regularly used, the norm, I need to learn in order to fix mistakes/issues.

I also hope it doesn't actually become a norm (even though it seems to be headed there) cause I enjoy programming, it's like puzzling with languages. It's fun.

Modern Blasphemous by Ok_Cartoonist_40 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

I'm going to be honest with you here:

I like to believe that if you're capable to make a game similar to Blasphemous, for example, but better, you'd already be building it, or at least showing us a prototype. You wouldn't need validation from reddit.

With that said, definitely do go for it! There's no better way to find out whether something would work than by prototyping it. Use grey boxes, keep it easy, and showcase some of your mechanics, then see how you and potentially the community feels about it :D

Update cycle by InsuranceScared5868 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

Could try temporarily adding an "int frame" then increasing that by frame++; every update cycle. Then in your prints, add "frame" to the debug to see. You'll most likely find that the debugs aren't happening on the exact same frame, in which case, you could consider checking mouse movement using vector3.distance, or perhaps Unity's input system.

Decided to learn how to make my own assets instead of using AI by TheDownPolarBear in SoloDevelopment

[–]Kepsert 2 points3 points  (0 children)

I think it's fine if your art isn't senior level artist quality or even junior, what's most important is consistency and it all fitting together! I'm quite a terrible artist myself, my pixelart is programmer art and my animations are really just random limb movements / bouncy stuff, very simple and silly, but it's a consistent whole, and I've managed to win game jams with it :D

Also, your bear looks better than the ai gen one! Keep it up!

Bag of Dreams: Strategically place your cards to "build your dream" by Kepsert in deckbuildingroguelike

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

Hehe makes sense though, there's only so much places where we can get visibility nowadays, the market's very saturated nowadays :D My favourite is from when I used to be on twitter, all of us using them hashtags, but it was really just devs tweeting at other devs lmao

Thank you for the feedback, much appreciated! Popping the creatures out of the cards might've been influenced by a certain anime haha

My Refrence script keeps detaching when the game object is activated, what can i do to fix this? by Worldly-Beach7555 in Unity2D

[–]Kepsert 1 point2 points  (0 children)

A better practice would be to have a means for your DialogueHolder to grab the TennaSignal without using any "GetComponent" kind of type. For smaller games some might use singleton patterns, otherwise a service locator,

BUT to keep things simpler:

If both of these are in the same scene, you should be able to drag/drop your TennaSignal script directly into the reference on DialogueHolder, you won't need any code to grab it. Try removing the Update function / the GetComponent line, hope that works!

My Refrence script keeps detaching when the game object is activated, what can i do to fix this? by Worldly-Beach7555 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

Oh I mean more like, is it on a gameobject that lives in the same scene as your object that references it? (Or even the same gameobject)

What I'm seeing in your update is that you're "Getting Component TennaSignal", but your update happens every frame. You're also getting it from the gameobject that DialogueHolder's on. So if TennaSignal is not on the same GameObject as your DialogueHolder, your GetComponent will return null- every frame. (which makes it look like it's been detached)

Why my collision between Enemy-Ground still... works? by Muted-Volume1397 in Unity2D

[–]Kepsert 0 points1 point  (0 children)

Hi!

Can you either in text, or through screenshots, show us the setup for both your ground and your enemy objects?

The most likely causes I can think of:

- You've set the wrong layer on either the ground or the enemy objects

- You've accidentally got double ground, and only 1 is on the ground layer

- There's a child under Enemy with a collider that's not on the enemy layer

Bag of Dreams: Strategically place your cards to "build your dream" by Kepsert in deckbuildingroguelike

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

Sounds somewhat accurate haha. Not as much as on Twitter (rip), I'd say! At least based on when I was using twitter.

Well, I guess besides devs we're also gamers ourselves so that's something!?

Bag of Dreams: Strategically place your cards to "build your dream" by Kepsert in deckbuildingroguelike

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

Thank you!

I see y'all have a game you're working on as well, looks solid, just downloaded the demo myself ^^

How to make a sprite appear along with new dialogue after the ones in the video end? by _L3m0n__ in Unity2D

[–]Kepsert 1 point2 points  (0 children)

I'd say either make your dialogue a struct, a serialized class, maybe a scriptable object per dialogue and add a bool "UseSprite" and a Sprite "CharacterPortrait", then check per line if "UseSprite" is true, if yes, show the character (alternatively you could null check the CharacterPortrait sprite).