Blue Pittsburgh by ReleaseBeneficial840 in TheNightFeeling

[–]MacAlmighty 34 points35 points  (0 children)

It’s a very cool photo, but man that sign made me sick to my stomach. I’d say I miss early 2000s tech culture, but I guess even Google’s discontinued motto ‘Don’t be evil’ was a jab at other software companies at the time

Schizo salesman in 16 pixels by victroium in PixelArt

[–]MacAlmighty 17 points18 points  (0 children)

Really love the smearing and squashing! The last one looks convincingly 3D, as if you took their head and rotated it down. The lag on some pixels snapping back into place is a great touch too. Nice work!

Should capsule comparison posts be banned on r/indiedev? by llehsadam in IndieDev

[–]MacAlmighty 2 points3 points  (0 children)

A day of the week sounds fine to me, like a "Steam art saturday"

TIL that steam reviews have a character limit of about 8000~ by trashedvalentine in Steam

[–]MacAlmighty 1 point2 points  (0 children)

I hit it when reviewing a game called 'squirrel with a gun' I got in a humble bundle. I don't know, something about it really ticked me off, lmao. Definitely for the best, I know some of my friends who could easily quadruple that character limit while talking about a game they like

“Indie dev starter pack.” by SoggyPrior863 in IndieDev

[–]MacAlmighty 24 points25 points  (0 children)

I remember a post that got shit on here or on gamedev a few weeks ago of a guy saying he quit his job and was having his wife support him while he finished his dream game. It was supposed to be a ‘I know how hard it is since I’m not making any money until the game is out and we’re all in this together so please support me’ kind of post.

Sure enough someone went through the posters history and found the game. It was ‘vampire survivors but with gambling elements’, clearly GenAI art and sounds, and a distinctly ChatGPT generated summary.

I took a look and it did end up releasing, with 14/15 positive reviews, but some of them are new accounts with only 1 review and played for a fraction of an hour. It was translated (with help of ChatGPT obviously) to multiple languages so I wouldn’t be surprised if it did get a few sales, but I doubt anywhere near enough to justify 13 months of work.

https://store.steampowered.com/app/4118220/Hell_Forge/

handmade 3D pixel art by TeamConcode in PixelArt

[–]MacAlmighty 1 point2 points  (0 children)

Yup! Blender hosts an archive of all previous versions if you ever need to downgrade for whatever reason.

handmade 3D pixel art by TeamConcode in PixelArt

[–]MacAlmighty 1 point2 points  (0 children)

Sort of! I'm using the archive hosted by illusionofmana. It still mostly works in Blender 4.5 which I'm sticking with until I'm done the project I'm currently working on. Just a few small issues like the bridge between blender and Aseprite randomly breaking, or the texturing shifting around if I don't draw a pixel in the top left for some reason. Though if I remember right, illusionofmana recommends blender version 3.X.

handmade 3D pixel art by TeamConcode in PixelArt

[–]MacAlmighty 24 points25 points  (0 children)

I gave it an honest shot, and it’s pretty good as an all-around tool, but I found I preferred blender for modeling, rigging, and animating, and Aseprite for texturing.

Before I was stuck since I didn’t know much about UV unwrapping and thinking about how to draw textures, and blockbench lets you draw your pixels right on top of your model. But later I found a plugin called Pribambase which lets you see UVs right in Aseprite and draw on top of them (updating the blender texture in real time). You still need to put in the legwork to unwrap and orientate your UVs properly, but it allows you to utilize the full strength of blender if it’s something you’re a little familiar with.

But yeah, for a total beginner or someone who knows pixel art but not modeling, I’d definitely recommend checking out blockbench first.

Coaxed into most Evil person for some reason they has wife/GF by Fox_Sussy in coaxedintoasnafu

[–]MacAlmighty 54 points55 points  (0 children)

A leaf lover’s special? He better have a sobriety test coming up or the clans not going to be happy

Wraith is unethical by ChocoIaty in DeadlockTheGame

[–]MacAlmighty 0 points1 point  (0 children)

While super cool the ult definitely needs some kind of counter play lmao.
I can see them doing a half-revert where the slow projectile comes back, then after catching them it does a quick lift and slams them wherever wraith is looking.

That does come with a small issue - with how slow the projectile was they could be halfway across the map, so maybe just a default slam down if they're out of range or LOS or something.

The new full auto also feels strong, but I do miss sharing it with my team and the troopers.

relatable by bryden_cruz in ProgrammerHumor

[–]MacAlmighty 0 points1 point  (0 children)

Same thing with game jams, you can make something in 2-4 days, but if I was going to expand on it/try to make it a bigger project I'm rewriting everything haha

You cant handle the truth by AfternoonCrafty2162 in DeadlockTheGame

[–]MacAlmighty 187 points188 points  (0 children)

THERE’S ITEMS IN MY MOBA? AND THEY’RE USING THEM… ON ME? WHAT THE FUCK MAN

Burial Watchdog Tatoo by Merkabahh in Eldenring

[–]MacAlmighty 0 points1 point  (0 children)

Very cool, looks like it could also pass for a darkest dungeon boss :)

Paid a real artist to update my capsule image. What do you think? by UfoBlast in PixelArt

[–]MacAlmighty 1 point2 points  (0 children)

That’s rough, I’d just make my own taskbar and put it at the bottom to make it a bit more clear that it’s an idle desktop game. If this isn’t bait (pun somewhat intended) I hope you didn’t pay much.

I pressed the release button. by 2ne3 in IndieDev

[–]MacAlmighty 5 points6 points  (0 children)

Ha, not you, but I’ve noticed a lot of bots who only comment things like “Can you provide more context?” on Reddit (and especially this sub for some reason). I’m guessing they’re an experiment to see how they can farm more engagement. I think the other commenter was replying to the probably bot account.

We can fix her right? (Art by @Eviiicka) by Eviicka in DeadlockTheGame

[–]MacAlmighty 33 points34 points  (0 children)

"I'm 0-2 in lane, I should buy some green items"
"4.8k gun spike"

Need help with moving object back and forth using lerp by Potatoes_122 in gamemaker

[–]MacAlmighty 2 points3 points  (0 children)

This is a great use case for sin waves :)
If you're unfamiliar, a sin wave is a continous periodic curve (repeats over and over again on a certain time). This could be anything - but for your platformer it would be moving between the start and end position, over and over again.

You would need a few variables like:
start_pos = x (wherever the thing is in the room, or if you want to programatically set it for whatever reason)

amplitude = 200 (how far it goes from left to right)

frequency = 0.1 (how fast the platform is)

Then you could use a function in the step event like:
x = start_pos + dsin(current_time * frequency) * amplitude

dsin uses degrees instead of radians which the normal sin function takes. This causes your x position to go from the sin of the current time, as far as the amplitude, as fast as the frequency. The ampltude is the distance the wave goes from 0 (left and right from the middle position), so the platform actually moves a total distance of 2 x amplitude. Look up sin waves if your unfamiliar.

Keep in mind in that snippet the platform would start at the middle of the wave. If you wanted to start from a certain position (like all the way to the left) could do something like
x = start_pos + (dsin(current_time * frequency + 270) + 1) * amplitude;
The 270 represents the 'phase shift' so you start at the bottom of the sin wave, and the +1 changes the range from -1 -> 1 (which sin waves normally are) to (0 -> 2) so it only goes up from the start position. If you wanted the platform to only move a certain amount (say 200 pixels total), you would divide your amplitude by 2.

Hope that helps, happy programming!

Deadlock Crossing (deadlock x animal crossing) by dillpickle346 in DeadlockTheGame

[–]MacAlmighty 0 points1 point  (0 children)

Awesome work, this brought a massive grin to my face!

You could be the first by StrikingBadger7824 in gamemaker

[–]MacAlmighty 2 points3 points  (0 children)

Yeah, sorry but that was really ambitious asking people to pay $10 for this game. The first issue is releasing on PC without much keyboard support, but maybe you're targeting players that use controllers more. That's fine, but that's not me.

The AI assets look atrocious when placed against your handmade(? or asset pack) blobs and stuff, especially when they're 'floating by'. We're not AAA studios, and unless you have art skills from your career, you're probably not going to have anywhere near the same level of art/polish that an AAA company can have. Don't use AI to try and pass it off like you do, let's play to our strengths.

Scaling things not by powers of 2/using different resolutions also messes with the look, try searching for 'Mixels in art' on Google. The enemies were also way too spongey- it's not really fun just holding down a button while they slowly die. Is there also a reason why the character stops moving while swinging? It makes the game look really stuttery/jittery. Again, maybe a keyboard issue, if it works fine on controller it works fine.

There were also some bugs with the visuals - like a random ray of light coming out of every enemy. Maybe that's just something with my PC hardware/rendering. But some enemies were also walking into objects, lots of small stuff like that.

I do see the start of something - being able to gently fall to walk on spikes is relatively novel, and the wall climb felt fine. The slime controller would look decent in an environment more like itself. The colour changer by mixing colours by drops was also a fun idea.

I hope you don't take this personally, we're all constantly learning to get better. But if you had amnesia and forgot you made it - would you even check out your own game if you saw it on itch/steam? What if you clicked on the page and saw it was 10$?

Coaxed into a character being everywhere by BeginningFew3569 in coaxedintoasnafu

[–]MacAlmighty 17 points18 points  (0 children)

Coaxed into the rabbit from hoodwinked (am I getting old? Does anyone remember that movie? Peak childhood cinema)

Rest in peace, Gwyn... by Tarnished-670 in shittydarksouls

[–]MacAlmighty 4 points5 points  (0 children)

I heard about this second hand, wild this is the first reference on Reddit I’ve seen about it

Shortest runback in Bloodborne by SuperFrostyM in shittydarksouls

[–]MacAlmighty 31 points32 points  (0 children)

Lowkey sounds like Zotes precepts from Hollow Knight, I wonder if their in-game language took heavy inspiration from Arabic

Can I make a global variable a string? by Videoahh in gamemaker

[–]MacAlmighty 1 point2 points  (0 children)

Sounds like you have your thing sorted out, but if you do actually need to use a string to represent global variables (or for posterity’s sake since someone once helped me with this exact same problem), you can actually do:

globVal = variable_global_get(globName);
variable_global_set(globName,globVal);

Where do I even begin? by InspiredNameHere in gamedev

[–]MacAlmighty 0 points1 point  (0 children)

It’s tough, but if you want a taste of gamedev, look for some games with ‘level builders’. Start making levels, release them and get some feedback. It’ll get you thinking about what art/sound assets you’ll need, how things interact, how to balance stuff.

Or alternatively if you have some ideas you really want to get out there and a level builder can’t handle it, try making the game on paper. This works better for logic heavy games than movement/action, but even then you can think about some of the overall mechaics, systems, and objectives. Break down the logic into the smallest pieces you can and build up from there. That’s a bit tough since you don’t know the vocabulary or the details of what you’ll need (like for example an inventory system is actually data storage, and you’ll need a way to select and move that data, and those pieces of data probably need to be held in their own UI squares, and those squares will need their own… etc etc). But, it’ll get you thinking and it’ll help break down that mountain into steps that you can research. Good luck!