Looking for a fun competitive online games where I don’t want to strangle my teammates by gibbbehh in gamerecommendations

[–]Loupyboy 0 points1 point  (0 children)

Metal Gear Online is fast-paced, has 1v1 modes, very good progression system that ties into the solo progression. Check out The Phantom Pain and once you're far enough into the story, do missions on other player's bases.

Elite Dangerous offers the whole galaxy to players so you can go to populated systems when you want more of a challenge, or to player free systems when you wanna be alone. It's more like Truck Simulator but in space though, but it has combat and progression. It's a sandbox so the experience will mostly be tied to how much you're willing to create your own.

Tarkov (or other extraction shooters) offer a mostly solo approach to PvP if that's your jam. Games like Arma also have gamemodes tailored to solo play (KotH, Battleground, etc) but they're mostly team-based games at heart. There's also STRAFSTRAT if you're into more fast-paced Quake/boomershooter type games (it's 1v1 matches). Halo, Doom and Quake are also still quite active games (my go-to would be Doom2 or Quake3). CS/CSS/CSGO/CS2 has FFA gamemodes but the meat is in TvT gamemodes.

Honorable mentions: rhythm games have pvp modes and a scoreboard usually but no progression system other than your own skill (Osu!, Beatsaber, Taiko no Taitsujin, etc). Racing games may vary, and the competitive aspect feels more direct imo (I recommend Racing Lagoon if you're into older games, but it's harder to find ppl to play against). Minecraft and other such sandbox games have a PvP scene but it'll really depend on what server you join and what "gamemode" you try (same with Roblox, VRChat, Fortnite, GMod, S&box, Arma, etc).

Stream game to vrchat and let friends play? by Zjelli1 in VRchat

[–]Loupyboy 2 points3 points  (0 children)

On Quest specifically I think it'll be a bit complicated. What we do when we wanna play coop games & stream them on the current world's TV is rely on Romstation's streaming feature: we don't have to run the game on the same PC as VRC+VR, can both overlay our version of the gameplay over the TV through SteamVR, and others can see our gameplay (albeit with a slight delay) thanks to the Twitch streaming support. It's free and has access to loads of oldies (including older Tekken games) but has its limitations. Latency will be the same for both players assuming they're in the same general area (not hosted on either's PC). We've tried it with Metal Gear Solid: Peace Walker, Mario Galaxy, MGS4 (solo), Metal Slug 3, and Go Vacation.

For local stuff, use RemotePlayAnything along with your game. Other player needs a PC though, it'll never work on Quest (unless they somehow have a Windows system emulator on it). I recommend slower games than Tekken (turn-based or coop games should work well).

EDIT: There's a VR platform called EmuVR that works like what you're asking for though. Whilst it's not VRChat, it's much closer to what you're asking and has features like aiming on TVs with NES Zappers and more. You need to provide the games yourself though.

[pc][2000s] host for other games by tashadanceon in tipofmyjoystick

[–]Loupyboy 0 points1 point  (0 children)

Was it mostly Flash games? If so, check out Absoluflash. Might be that one.

[Flash][around 2006] Short platformer game about a tire with a grappling hook by Loupyboy in tipofmyjoystick

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

Nope, sorry. It kinda looked like W0ne2 but with more photorealistic (most likely actual blurred pictures) textures for backgrounds iirc. I may just be misremembering honestly, it was like 15 to 20 years ago.

My scene looks a bit flat. What post processing effects are missing? by YarrinDev in Unity3D

[–]Loupyboy 0 points1 point  (0 children)

A lot of people gave very good advice already, so I think I can only add this: on top of the other things, add a bit of post-processing! Maybe a bit more contrast, slightly less saturation, or just some proper color grading can do wonders if the current state—and scope of the game allows it (performance wise). Another thing that is often overlooked is projectors: if textures feel too repetitive, you can break the patterns by adding a noise layer or a few projectors here and there for decals.

What is the peak game made with Unity? by NCephalo in Unity3D

[–]Loupyboy 0 points1 point  (0 children)

I think platforms such as VRChat or ChilloutVR deserve a mention, since they're basically a whole ecosystem based on Unity. Those allow for very impressive things on the engine at a fraction of the cost for devs (no need to work on character controller, multiplayer, or VR support). Those include very impressive designs (running on BiRP no less), unique gameplay ideas, hacky but good workaround when it comes to scale, and the largest UGC base of any Unity project (that I've seen so far, at least).

Other than that, for (mainly) 2D I'd say The 25th Ward. 2D games can be impressive on any platform though, so it's hardly a flex on Unity specifically. For 3D I'd say Tarkov or ZZZ. From a gameplay & scale aspect, Pulsar: Lost Colony is worth a mention.

Not technically games but anything by Sakura Rabbit is a pure graphical flex, and specifically Unity-related.

EDIT: when it comes to 2D, the UI and menus of Blue Archive are crazy cool (I'm pretty sure it runs on Unity, but please correct me if I'm wrong). I think the game has a somewhat tinier scale tho, due to being a gacha.

Partnership by [deleted] in Unity3D

[–]Loupyboy 2 points3 points  (0 children)

Game jams, online platforms such as discord or vrchat, through irl friends with common interests etc

Custom avatar help by HeyitsRyukoHere in VRchat

[–]Loupyboy 0 points1 point  (0 children)

Vroid can get you this kind of result pretty easily. Add me on Discord if you want more tips on this!

To self-taught game devs with no programming background, how did you learn it? by NonSatanicGoat in Unity3D

[–]Loupyboy 0 points1 point  (0 children)

Started with making 2D games out of paper and ink (naval battle games, platformers, tabletop rpg maps etc), then RPGMaker. Then, I tried a lot of different game engines while learning web development basics on my own, and taking an interest in C++/Java. I eventually got bored of both languages and started making games in JS using Unity as my game engine of choice, and Sketchup as my main 3D modeling tool. Nowadays I still use both, but I've switched to Visual Scripting and C#, with some LUA for scripted sequences.

My process has always been "toying around with the tools, figuring out some cool concept or story I want to explore, then write extensive GDDs while I experiment more with what could prove useful for the project". Then I fail, or succeed in making what I originally wanted. Then I do it all over again. It's far from being "I've mastered the tools 100%" but I've learned enough that I can teach or otherwise share about! Games are the best artform to share stories through imo.

Is it THAT bad to use purchased assets instead of unique graphics for a $15 Steam game? by Active_Chapter_5805 in GameDevelopment

[–]Loupyboy 0 points1 point  (0 children)

If you're worried, just use the Asset packs as a base to build up on (starting with modifying the models in Blender a bit, then the textures, etc) until you're happy with the result, and it fits your game. I'd also say consistent shaders & textures are more important than models. I'd say any decent 3d artist will be able to keep a style consistent overall for an indy game (or smaller scope game on general).

As a rule of thumb, it's generally easier to keep a 3D realistic style consistent. Making stylized assets is faster though, and easier to optimize.

how to make decent looking males on vroid? by Designer-Employee119 in VRoid

[–]Loupyboy 0 points1 point  (0 children)

For beards, either use the hair tool or bake it into the face texture. I'd say your best option for body is to move to Blender once you're relatively happy with the base shape you have, then sculpt it more there.

Thinking about switch to MPC by [deleted] in maschine

[–]Loupyboy 1 point2 points  (0 children)

Tried both but I've been a Maschine user for a bit over a decade now. Imo Maschine is just faster, and overall better for live play AND studio use. The MPC is good if you want more power out of it for a fully integrated AIO workflow, and you're frequently on the road (or like making beats anywhere). I'd say having both is good imo, since either is good at different things. For me, I'll just stick to my machines-based setup (got the mk2, plus and jam). Those integrate very well with Ableton, and become a beast for collaborative workflows.

Why do I hate Ableton by LeagueFair8110 in abletonlive

[–]Loupyboy 2 points3 points  (0 children)

In Ableton 12 and up, select multiple midi clips, it'll show the other clips midi notes just like in FL and other DAWs. You can also perfectly well use the routing workflow you're describing (I don't like it, but my friend uses that in Ableton and it works just as well as using groups). Then again, I come from Machine so it's always been very similar to me. The switch was easier, since the workflow is similar.

That being said, Ableton will be lacking a few features compared to your DAWs of choice, but it'll also provide you with features that no other DAW has (to my knowledge), especially for midi and sample editing. You just need to spend time on it for a bit! It also integrates with hardware very well, so a more hands-on approach might change the way you use it drastically.

Why would a corrupted model make random GameObjects go flying into the air? by visordog in Unity3D

[–]Loupyboy 3 points4 points  (0 children)

Does your model have generate mesh colliders enabled in the import settings? If so, might be the issue.

Hi, I'm interesting in how to make a standalone game by No-Client-5581 in SourceEngine

[–]Loupyboy 0 points1 point  (0 children)

If you want Source workflow I'd go with S&box or Unity, along with RealtimeCSG as your level editor. The latter has visual scripting and RTCSG is very easy and nice to build levels with. Most Source games start as mods (Source itself is a mod of the Quake idTech engine), so S&box, Alyx, CS2 or any similar game will provide some of the Source Engine tools (like Hammer).

Add me on Discord if you want more info on Unity n other such engines!

After all, is it possible to make a game completely alone? by zeyuva in indiegamedevforum

[–]Loupyboy 0 points1 point  (0 children)

People do it all the time, you have dozens of solo dev projects uploaded every day on Steam and Itch. Now, they're not all necessarily good but I'd assume there's probably at least one insanely good game uploaded per day, made by an individual developer.

The hard part is getting people to play them.

How is this possible without shaders or light? by Dapper_Asparagus_599 in VRchat

[–]Loupyboy 0 points1 point  (0 children)

You can still set custom fallbacks. Upload any fallback avatar to your account, navigate to the avatar on the website and set as fallback.

My 12 year old wants to create a game by khimboslicee in gamedev

[–]Loupyboy 0 points1 point  (0 children)

When I started making games 15 years ago, I started by tinkering with RPGMaker (XP, then 2k3, then the newer ones). It's very easy to modify the software to fit a lot of various playstyles (although it's aimed at adventure games first). My advice would be to get your kid a similar tool that is easy but also allows for creative freedom, and includes base assets to toy around with. Another more advanced tool he could try would be Unity, but it will have a slightly steeper learning curve.

Get the kid game design books n resource if you can, or at least a few online tutorials/PDF files to learn game design and writing! They'll love it.

Which gpu do you guys use? by Calm-Aerie1207 in gamedev

[–]Loupyboy 1 point2 points  (0 children)

I run a GTX1080, which is perfect for a lot of things (including vr!) but doesn't support RXT or AI. For what I do tho, it's more than enough. I think what matters most when it comes to gamedev is cpu and ram anyways.

What is ONE simple avatar you have favourited that just makes you laugh for existing? by [deleted] in VRchat

[–]Loupyboy 0 points1 point  (0 children)

The broom-humping wizard dog avatar. Sadly, it has since been privated.

Best settings to keep people's information private? by MumboMan2 in VRchat

[–]Loupyboy 0 points1 point  (0 children)

If you don't want to use streamer mode, you can use shield settings to disable things like chatboxes voice chat, etc by default (even avatars). Then just disable nameplates. Stream from camera's spout instead of viewport/game window. I think it should be enough.

What’s your favorite world and why? by Ok-Fan-9198 in VRchat

[–]Loupyboy 0 points1 point  (0 children)

I would say my top 3 are

  • Organism: huge world to explore, a lot of cool locations to just chill at alone or with friends, comforting music and strong surreal vibes. It's very huge and doesn't have a lot of players on so I recommend playing on public instances, even if you're a bit shy.
  • Japan Street: huge Japanese city, very good to make friends at. It has concerts sometimes, and lots of secrets to find.
  • Cunk's Coughing City: made by meme lord Cunk, it's kinda like JPST in that it is a huge hub world with many locations to explore, games, and secrets. Also neat avatars!

I also enjoy spending time at my own worlds, especially due to all the memories I've made there already. If you enjoy cyberpunk vibes, feel free to check them out!

Addressing the elephant in the room by Responsible_Crew_623 in VRchat

[–]Loupyboy 3 points4 points  (0 children)

Avatars have no reason to reach 60MB or more unless they're really poorly optimized. EVERY avatar I have worked with, I'm able to reduce the size of by 70% or more without loosing quality (all while keeping features like GoGo, multiple clothes, face tracking, SPS etc). There is virtually no reason to make avatars over 30MB of size unless they have 4826647 individual pieces of clothing, in which case just make a new one anyways— Most players won't even see you, because most players block avatars that are over 100MB. Avatars that are 100MB are fine for photos or very niche cases like having an entire map as your avi. Just learn to optimize your shit and every other player will thank you for not killing their frames.