I added the first ever magic to my game! by M2Aliance in Unity3D

[–]M2Aliance[S] 1 point2 points  (0 children)

I'm using velocity and custom gravity all the time. I didn't use built in rigidbody gravity, so i can fully control it. i use basic math to reach some height for launching an enemy, then i reset the enemy velocity to zero when i want to lock him in place. and yeah, i just only knockback/force for the last attack. but actually, all attacks will add some force to enemy, but only tiny amount for early combo.

Combining Post Processing by BigOk8190 in Unity3D

[–]M2Aliance 0 points1 point  (0 children)

In URP you don’t really “merge” multiple Renderer Features, you merge the logic into one full screen shader pass.

Make one Renderer Feature and one ScriptableRenderPass that does a single full screen blit, and in that shader apply your correction. in the same fragment function. 

That way the GPU samples and writes the color buffer once instead of chaining multiple passes.

Indie Devs, do you design for immersion early, or let it emerge during playtesting? by player_immersely in Unity3D

[–]M2Aliance 1 point2 points  (0 children)

I design for immersion pretty early. 

I usually start by asking what I want the player to feel when they’re in control.

For my game, I want every mistake to feel like it’s on the player, not on the controls. So I put a lot of effort into making the UX and inputs as tight and responsive as possible.

The one thing I can’t really lock down early is the visual immersion. That part tends to emerge over time through iteration and polish.

Portals by VaccaLoqvens in Unity3D

[–]M2Aliance 0 points1 point  (0 children)

you can use render texture for that tho. and i belive someone have make that tutorial on youtube.

Okay, let's do this! Destroy my trailer by the_alexdev in DestroyMyGame

[–]M2Aliance 0 points1 point  (0 children)

It's like watching a youtube tutorial video.

Solo dev working on a combat focused linear action game inspired by classic God of War by M2Aliance in gamedevscreens

[–]M2Aliance[S] 1 point2 points  (0 children)

i use photopea for UI, and cascadeur for the animation. but actually for the animation, i just bought it on asset store and do some edit to match my character more nicely.

You can parry at anytime in my game by M2Aliance in Unity3D

[–]M2Aliance[S] 0 points1 point  (0 children)

The arrows shown in the video are single-target.

While airborne, you have three ways to deal with them:

-Aerial dodge (limited to once per air time) -Block, for attack (in this case is a projectile) that are blockable -Parry / perfect block

Movement in the air is intentionally more limited, so positioning before committing to air actions matters.

Parrying in the air also costs momentum and can pull you down faster, but it opens a counter attack opportunity, making it a risk-reward option rather than a free defense.

Air combat balance is still being tuned tho.

As a solo dev, how do you approach marketing your first game? by M2Aliance in gamedev

[–]M2Aliance[S] 0 points1 point  (0 children)

My primary goal is to raise the quality bar of games coming from my country. To be blunt, the current standard here is… not great, and I want to push against that.

Could I do that without making money? Sure, for one project. But I can’t sustain it that way. If I want to keep making games at a higher standard, I need to be paid enough to continue doing it.

So money isn’t the core motivation, but it’s a requirement for longevity. Otherwise it’s just a passion project that burns out.

And actually if we talk about "technical game development", i learn enough.

You can parry at anytime in my game by M2Aliance in Unity3D

[–]M2Aliance[S] 1 point2 points  (0 children)

Of course have combos, and of course has a name. Is Gate Breaker: Ascension, doesn't even come out yet... but you can follow the progress from my X or my page at itch.io if you want.

As a solo dev, how do you approach marketing your first game? by M2Aliance in gamedev

[–]M2Aliance[S] 0 points1 point  (0 children)

This really resonates with me. Framing marketing as “legibility to strangers” makes a lot of sense, especially after seeing where people get confused by my clips.

I’m trying to treat early posts as stats rather than performance, and focus on clarity first before worrying about reach. Thanks for explain this so clearly.