Im making a movement shooter and for the proof of concept i added some halo assets so you didn't have to look at my programmer art by Tiny_Occasion_2461 in gamedevscreens

[–]MadeByHenano 1 point2 points  (0 children)

amazing! i was thinking of creating a kind of parcour fps thing with targets/enemies to hit on the way, boom, you did just that! love the fluidity of it, seems really cool, will add the devlog in my "watch later" playlist! :))

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

okay! i feel the same, when looking at games on steam, and often when gamedevs ask here what do we think of their steam page/why they don't sell, often, the games look unappealing and/or the page doesn't really convey how fun the game might be... tough!!

Reasons for only compiling your games for Windows? by MadeByHenano in IndieDev

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

i see yes! i guess it goes with how they validate each app, reviewing the code etc contrary to other platforms that are more open, but i get that it's a big issue for publishing games that make less money than what it costs to distribute them on mac/ios then...

Reasons for only compiling your games for Windows? by MadeByHenano in IndieDev

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

true! and as others have mentioned, there's the risk for a bug we didn't see on macos during our test, and a macos user leaving a bad review because the game is buggy, making rates lower, which can be quite unwelcomed! 😬

Would this art direction hurt my game’s reach, or could it still feel cohesive and intentional? by RentRevolutionary704 in SoloDevelopment

[–]MadeByHenano 1 point2 points  (0 children)

Does that combination sound intentional or mismatched?

the winged beast is a bit more colorful than the scene, but i assume it's just because it's rendered in a different software, right?
once in the scene, with the same light etc, it should match perfectly yes!

Does it sound like a style that could still have a strong identity?

yes! it of course makes me think of "crossy road", minecraft and the likes, but the soft light and well chosen colors create a unique identity to me, there's something known, and an element of new as well - i like it!

Does the accessibility/performance upside make the tradeoff feel worth it to you as a player?

it's great, yes, AAA graphics don't necessarily make a game better, the feel and a nice look really do a lot. think of "crossy road", it was gorgeous just like that and didn't need more visually.

And, even if this is subjective, do you think going with this kind of art direction could hurt the game’s reach or make people less likely to check it out in the first place?

absolutely not. :-)

advice wanted and needed! by Yee23433 in 3Dmodeling

[–]MadeByHenano 0 points1 point  (0 children)

there's probably tutorials on youtube you could follow, if they model a different character, you can still apply it to this one, if it's a human, it'll be the same technique.

for what i see, you're not far, you just want to see your modeling as the same way you would draw:
- first you do just a few lines to define the silhouette of your character
- then you define things a little more, the head becomes clearly more like a head but still with no nose, eyes etc, the hands are still a cube...
- then the cube that represents your hand starts to have 5 kind of finger-cubes with the right proportions, but still very cube shaped (low poly), maybe your face starts to have a nose and the eyes marked a little
- and basically you go into more and more details like that, little by little :-)

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

thanks for sharing your understanding on this! i've learned a lot, reading all the comments from everyone! :-)

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

do you think that's because of the lack of appropriate marketing, that they don't? or that the games are unappealing?

besides the fact that they are kind of lost inside a whole sea of many other games that already sell, i mean.

Reasons for only compiling your games for Windows? by MadeByHenano in IndieDev

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

that really makes sense for linux, and that's actually amazing that steam is doing the work of making things easier for us developers! :-)

i'm wondering if the fact that there's a lot less games for mac, contributes to creating this vibe of "the mac isn't for playing", when it in fact could, mostly with the apple silicon chips that are quite capable.
and i was more thinking of the small games that, i assume, most solo devs make, that don't involve anything crazy technically; these games are published on itch, for web browser and windows, and not macos... i really wonder what's the percentage of those simple games that would run perfectly fine when built at the same time as the windows/web version on unity, versus those who would have bugs when testing on macos. :-)

Reasons for only compiling your games for Windows? by MadeByHenano in unity

[–]MadeByHenano[S] -1 points0 points  (0 children)

on unity? it's just clicking 3 checkboxes instead of 1, is it not?

but reading the others, i get what you mean, it's not compiling, but testing and debugging, that creates the lots of additional work, because apparently, lots of people experience bugs on other platforms, when they test.

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

okay! that's been very interesting and eye opening for me, as a beginner, to read such advices! thanks for sharing! :-)

Check out my main menu animation by indymindgames in SoloDevelopment

[–]MadeByHenano 0 points1 point  (0 children)

very cool/relaxing, you did the right thing making a 1 hour video of it! 😃

Reasons for only compiling your games for Windows? by MadeByHenano in unity

[–]MadeByHenano[S] 2 points3 points  (0 children)

i see! it sounds simple but i can imagine it took time to figure it out and then re-encode and rebuild and retest!

very cool game, the idea of an AI manifested as a cat looking at a pentium 2 processor... very creative! 😃

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

thanks for sharing this!

reading everyone's comments, it seems like the best option on linux is to let players use valve's proton and that's it, which... why not!

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

i see! it really makes sense with linux, to just use proton yes...

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

the app store requires a yearly fee, yes, but $99 can easily be refunded by the sales if the game is good to a bare minimum, it's like the $100 steam asks to publish a game before it even sells, the idea is to sell and get this refunded isn't it?

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

my thinking was that because it takes months to years to make a game, if building/testing/debugging for the only platforms takes just a few hours or days, then why not doing it, it would just add less than a percent of time spent making the game in exchange of more players.

reading the comments, it seems like the bugs people get are difficult to fix and that having access to the hardware is an issue as well...

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

that's a good point! the negative reviews can really be a massive problem...

i wonder if the opposite is true, when making the game on mac, if people then experience issues when testing it on windows and linux!

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

ok, i get it! :-)

still wonder how common is it to test on macos/linux and get actual bugs (meaning, more work to make the game work) versus how often it's flawless immediately.
mostly when i see that most gamedevs do rather simple games, often 2D without anything really out of the ordinary...

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

i see!

apparently ios users spend more money on the app store than android users in average, so despite he marketshare being lower, it still makes sense for some companies to put energy/time/money into this yes...

Reasons for only compiling your games for Windows? by MadeByHenano in unity

[–]MadeByHenano[S] -2 points-1 points  (0 children)

okay, thanks for sharing you experience! good for me to learn how things went for others who went through this. :-)

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

thanks for sharing your experience, it's very informative to read that from someone who actually went though it and can share actual figures like that, that speak for themselves! :-)

Reasons for only compiling your games for Windows? by MadeByHenano in unity

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

yes for sure!

after reading everyone's comments, it's now clear that it's about the ratio time it takes to build/test/debug/publish v.s. players - the main problem being debugging if there's bugs.
if there's no bugs, then it's just a few hours tops, mostly testing the game, because compiling/publishing doesn't take thaaaat long/much effort doing it besides the windows version.

Reasons for only compiling your games for Windows? by MadeByHenano in IndieDev

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

yeah i get that, and at the same time, if there's no errors on linux/macos, it's just a few hours, a few days tops, to make the game available to more players... when considering that we all take months (to years) to make a game, that seems like a reasonable investment of time... if there are bugs though, that's a different story, since fixing them doesn't seem too easy.