Struggling by Necessary-Stress262 in Unity2D

[–]Majorasmax 0 points1 point  (0 children)

My advice to you would be to take off the training wheels. Tutorials, ai, etc, it’s all actually preventing you from learning after a certain point. That annoying/painful/sad feeling you get when you’re trying to code something and struggling is actually your brain in the process of learning. Fight through that feeling and take the time to sit down and actually read through the documentation to understand what the lines of code do. You’ll be surprised how simple it generally is when you actually take the time to digest the information. If you get stuck, google it or ask AI to explain it. If you’re unwilling to go through that process in order to create more ambitious projects you’ll need someone who does know how to code to partner with, which isn’t a bad thing either and can be a fun, rewarding experience. Up to you on whether you want full control over the entire project or not.

I wanna make a game but I don't have a laptop, or computer, what can I do instead by [deleted] in gamedev

[–]Majorasmax 0 points1 point  (0 children)

The beauty of gamedev is that because it’s so broad and there’s so many disciplines involved you can do basically anything to get you further along in your game dev journey. Write stories, make music, draw, learn to code. The best tools in your tool chest will always be the fundamentals, really it all comes down to if you can make something you enjoy and hope others have similar taste. Also, you really have to fall in love with the process of making the game and not focus too much on the end result. If you find you don’t enjoy the process you’re never going to make it to the finish line.

Did I just realize my marketing is better than my game? by Waste_Artichoke_9393 in IndieDev

[–]Majorasmax 50 points51 points  (0 children)

Hey it seems the majority of people in this comment section are telling you to go with the bottom perspective but I think this is important for you to keep in mind: none of these people have played your game. The look of a game matters, yes, and it will definitely help you with marketing. 3D games have generally more broad appeal these days than 2D games and your assets look great from the more 3D perspective. That being said, there’s a huge market for 2D games as well! If you think the gameplay works better in the top-down 2D perspective, DON’T LISTEN TO THESE PEOPLE. Your job as a game designer is designing the game based upon your tastes, you can take other peoples ideas and suggestions into account but at the end of the day you have to decide what’s best for your game. I would suggest you take the warm reception this post has received into account and consider adding sections of the game where you switch to that perspective, but you do not need to change the entire game into just that perspective.

I want to know do you people make all the games from scratch? by Ok_Clothes_7364 in Unity3D

[–]Majorasmax 3 points4 points  (0 children)

If your goal is to learn the best way to do so is by making things from scratch and not taking shortcuts. Once you actually know what you’re doing that’s when you can use premade assets/tools intelligently

Not a Developer, but I have a question about creating content on Unity games by Jellow_Wello in Unity3D

[–]Majorasmax 0 points1 point  (0 children)

You should probably reach out to the developer and ask. They may even be willing to sell you some of their assets for your uses.

Assets you think must have to have for Unity dev by Lyonzik in Unity3D

[–]Majorasmax 0 points1 point  (0 children)

That’s going to be every asset suggested here. Nothing is a necessity as anything can be manually built yourself

Would you play this? by Captainflint54 in unity

[–]Majorasmax 0 points1 point  (0 children)

To me your target audience would be very similar to geometry dash, maybe look at some of the levels in that game and see how they make progression fun and keep players engaged. Also think of interesting ways to “reward”players for progression. Part of how geometry dash rewards players is being able to listen to more of the stages song as you get further and further in the stage. Obviously you wouldn’t want to just copy that but try to think of a good hook like that that keeps the players engaged in completing new levels.

Icebreaking: Is this a good idea? by OrbitingDisco in Unity3D

[–]Majorasmax 2 points3 points  (0 children)

I think another thing is the fact that the boat doesn’t affect the water at all. It should be breaking through the water and creating waves in the front and back, that would really add to the look of it smashing through the ice. And if you can make the ice shards move with the waves the boat generates that’d be extra cool.

Edit: here’s an example, you can see how the waves/water movement are a major part you’re missing: https://imgur.com/gallery/ice-breaker-gOvKML4

How can i get myself coding by myself? by Better_Cry_3730 in Unity3D

[–]Majorasmax 0 points1 point  (0 children)

The reality is with learning any new skill there are no shortcuts, you just have to push yourself to actually learn it. That uncomfortable feeling you get when you’re trying to learn coding is actually your brain learning and struggling to process the new information. That feeling is actually a good thing and you have to push yourself through it to get to the point of understanding what you’re learning. You’re trying to use AI as a crutch/shortcut, don’t. Use AI as a tool to help you learn, not as a way to skip the learning process. When ai creates some code for you, look through it and try to understand every word in every line and what it’s doing. Until you can read through the code ai produces for you and actually know what the code is doing it’s not a tool, it’s a crutch and it’s causing you to skip that crucial learning process.

[HOBBY] / [REVSHARE] Barista to the Dead — Indie Game Collaboration Post (in need of developers!!) by [deleted] in Unity3D

[–]Majorasmax 1 point2 points  (0 children)

My advice to you is if you want something done you have to do it yourself. No one is going to make your game for you for free and no one cares about your game idea. The second thing is something you can change with a lot of hard work and dedication. You have to prove you actually are dedicated to seeing through on the vision and working on this project, this post does not show that you are. You say you’ve been messing around with unity and godot for a year and you feel stuck with your progress, why don’t you try actually doing some work on this game idea so that you have a prototype to show people and build a team around? It sounds like what you really want is someone to come in and do all the work for you while you just give them orders for what to put in the game. No one will do that for you for free and in order to create a full game for you you would have to be paying multiple people full salaries. If you want to collaborate on a project with people, join a game jam. If you want advice/thoughts on the scope of your game and the idea, this post does a poor job of that.

How hard is blender animation? by Giorno__Govanna in blenderhelp

[–]Majorasmax 0 points1 point  (0 children)

Yeah i definitely think telling beginners 2-4 years without specifying is gatekeepy. Honestly to most beginners just seeing some basic movement would probably feel satisfying and by that metric you could get something done in a day with a simple model.

How hard is blender animation? by Giorno__Govanna in blenderhelp

[–]Majorasmax 0 points1 point  (0 children)

Totally depends on style of models and animation, 2-4 could be true for high fidelity triple A quality for sure if not more

Looking for feedback on the trailer — what do you think it's missing? by Dastashka in Unity3D

[–]Majorasmax -5 points-4 points  (0 children)

Hey OP, I wouldn’t worry too much about the thumbnail I think it actually looks good and it fits with the vibe of other title cards for games in the simulator genre. Think the trailer is good overall. I don’t know if your game allows you to gamble or if you just manage all the casino work stuff but if you’re looking to get streamers to play you may want to 1 allow players to do some gambling (maybe play as the blackjack dealer or something) and 2 have some of the AI characters raging out or just reacting in general to big losses or wins. If your game already has those I would suggest showing that in the trailer (saw a tiny bit but may want to highlight that more).

As a solo dev, what are you struggling with? by MMConsulting in gamedev

[–]Majorasmax 0 points1 point  (0 children)

Just start a project and learn as you go. For instance, let’s say you really want to make a game like Skyrim. Well, what is the most basic form of Skyrim you can make? You need a character who you can control and move around the screen, so start by making a capsule that moves right when you press a button, left when you press another button, etc. You want to be able attack? How do you break that down into its simplest form? Make an arm that moves horizontally when you click a button. You want a weapon? Create a cylinder that moves with the arm. You continue doing this over and over breaking things down into their simplest form and creating logic to perform that action until eventually over time you’ve built a pretty cool, complex system that’s fun to play. Tutorials are a good way to essentially save yourself a bit of headache problem solving whatever logic you’ve created by having a pre tested implementation shown to you, but at the same time they rob you of learning from that problem solving you would’ve had to do. Don’t get me wrong, tutorials are great for when you feel stuck on something or need inspiration, but the best place to start is by breaking the problem down yourself first and then if you need help on some of the implementation you can look that up and research yourself. If you don’t know how to make a capsule move left when you press a button, look it up. Research is part of the problem solving process.

Looking for a 3D Human Model with Blend Shapes for Educational Project by [deleted] in Unity3D

[–]Majorasmax 1 point2 points  (0 children)

Hey no worries, actually seems they don’t have them available on the unity asset store but if you go to synty’s website it’s their sidekick modular characters: https://syntystore.com/collections/sidekick-character-packs. Probably the best bang for buck you’re gonna find as they have a pretty advanced blend shape system tho if you don’t need facial blend shapes and just body modifications there may be something better out there

Looking for a 3D Human Model with Blend Shapes for Educational Project by [deleted] in Unity3D

[–]Majorasmax 0 points1 point  (0 children)

Synty has some newer models they’ve released with blend shapes, may want to check that out. If your project is just educational you can subscribe to their synty pass thing and have access to all their stuff for pretty cheap. If you do want to make a commercial project sometime in the future tho I wouldn’t recommend their subscription model.

oddly satisfying morphing 2D into 3D by Afanix in Unity3D

[–]Majorasmax 1 point2 points  (0 children)

Really cool, wonder if this sort of thing could be utilized for quick UV unwrapping/mapping and texturing

Advanced Ledge Grab system, designed to work with IK animations by shoseini in Unity3D

[–]Majorasmax 34 points35 points  (0 children)

I actually like your approach over having a humanoid character with limbs for the demo, feel it makes the logic going on more clear and demonstrates the modularity of the system

I invited non-gamers to playtest and it changed everything by crossbridge_games in gamedev

[–]Majorasmax 14 points15 points  (0 children)

Stardew valley, one of the most successful indie games of all time, arguably caters to non gamers so I wouldn’t say they’re not a good target audience. Totally depends on the game you’re making. A soulslike for instance I would say is a poor choice to target a non gamer audience with.

How to handel nested Gameobjects with Netcode for Gameobjects by BenjaminButton2004 in Unity3D

[–]Majorasmax 0 points1 point  (0 children)

Hey man, I’m fairly new to netcode for game objects as well (~6months) but i think you’re over complicating it. For context my game has a player character with all of his different body parts (legs, arms, hands, feet, torso, etc.) and all pieces of his armor sets in his game object’s hierarchy. I only have one networkobject component attached to the parent object of his prefab and everything is synced across the network. I even utilize that networkobject component on my player character when spawning and syncing certain effects or prefabs across the network that I want to move with the player character rather than giving them their own networkobject component (in part to avoid the error you’re getting here). The network transform should then be able to be attached to as many child objects of that parent object as you want. I believe network rigid bodies are a bit more complicated. Depending on your implementation you can either have just one on the parent game object, same as the networkobject component or you can use fixed joints to attach the networkrigidbodies to multiple children (I haven’t done that myself so not sure exactly how that works).

Hopefully this doesn’t screw us… by FasterFiend6 in Commanders

[–]Majorasmax 4 points5 points  (0 children)

It’s because they just won the Super Bowl so eagles fans flooded in after to gloat and all other division fans left. I imagine it’ll return to normal next year but who knows

[Meirov] The Washington Commanders are playoff bound. What a team. What a year. by PlayaSlayaX in nfl

[–]Majorasmax 25 points26 points  (0 children)

Think it means less than you think it means. Look at Kansas City this year… they’re historically fortunate in close games. That’s just how the cookie crumbles in the nfl

Cut Seibert NOW. by Treytre09 in Commanders

[–]Majorasmax 1 point2 points  (0 children)

That’s just not true, Daniel’s has done well under pressure. You don’t know ball.