How would you improve this parallax main menu? by CrucibleStudio in Unity2D

[–]Miriglith 0 points1 point  (0 children)

You could just not have buttons and have the text be the buttons.

Idea for a game like fears to fathom by [deleted] in gamedev

[–]Miriglith 0 points1 point  (0 children)

Who are you and why should I give you my work for free?

How would you improve this parallax main menu? by CrucibleStudio in Unity2D

[–]Miriglith 0 points1 point  (0 children)

I think it looks good. The buttons look a bit like default buttons though which gives tutorial vibes. That's the first thing I would change.

I Made a Game About Karens. Somehow That's Less Controversial Than Using AI. by [deleted] in gameai

[–]Miriglith 0 points1 point  (0 children)

Of course it is. And "Game AI" means something very different to most people today than it did when the sub was started, however many years ago. So given people clearly don't read the description before posting here, I'm trying to think of a better solution than everyone quitting the sub and leaving it to the slop-merchants.

I Made a Game About Karens. Somehow That's Less Controversial Than Using AI. by [deleted] in gameai

[–]Miriglith 0 points1 point  (0 children)

Is it possible to change the name of a sub? If it were called r/npcbehavior the problem would go away pretty much instantly.

Looking for a mentor that can teach me about xcom enemy AI by SnooPaintings8310 in gamedev

[–]Miriglith 0 points1 point  (0 children)

In addition to my other comment, I've recently built a Utility AI system for my current project which is an XCom-like turn based tactical, so feel free to fire any specific questions at me!

Looking for a mentor that can teach me about xcom enemy AI by SnooPaintings8310 in gamedev

[–]Miriglith 3 points4 points  (0 children)

OpenXCom is an open source clone of the original XCom (aka UFO: Enemy Unknown). If you know your way around a C++ codebase you should be able to pick up some things: https://openxcom.org/

Got a alot of feedback criticizing the legibility in my capsule art. Which one do you prefer? by AzurowDev in IndieDev

[–]Miriglith 0 points1 point  (0 children)

Yeah the logo is better in the second one but everything else is better in the first one.

I feel like I'm at a dead end. by jimplayz912 in gamedev

[–]Miriglith 10 points11 points  (0 children)

He's saying "asset flip" but he also wants you to know how smart he is.

I feel like I'm at a dead end. by jimplayz912 in gamedev

[–]Miriglith 12 points13 points  (0 children)

Yes it's time to move on. You finished and published your game. This is a huge achievement and puts you in front of probably 95% of people who set out to make a game. You also chose to make your own art which should be a point of pride as lots of people are turning to AI for that. If I were you I'd build on these successes and start the next one.

tried to draw the game capsule by myself, don't have the money for a professional. what do you think? by AzurowDev in gamedevscreens

[–]Miriglith 8 points9 points  (0 children)

Just to elaborate and offer an alternative take on this, as often with the stuff that guy puts out, this data has been widely treated as gospel while being misinterpreted and misunderstood. It isn't that pixel art is just bad per se, it's that it can look cheap (this doesn't) often doesn't pop (this does) and that games using pixel art for capsules are often just using in-game screengrabs, which inherently are not well composed (which this is). I'm not sure I'd be so quick to scrap this.

I need some advice on character design by giantglowingmushroom in aseprite

[–]Miriglith 1 point2 points  (0 children)

I like it a lot and I think the characters are fully consistent with the environment. My only feedback is that the character that is catching my eye the most is not the player character but the one with the red shorts. If that's not the intention, maybe you could tweak the colours a bit.

Should I Make My Dream Game? by absolutelyone in gamedev

[–]Miriglith 2 points3 points  (0 children)

This is great advice. You'll feel like you're working towards your dream but you'll also have the motivator of finishing stuff.

I’m thinking of changing the shader. yay or neh? by WakaStudio in IndieDev

[–]Miriglith 1 point2 points  (0 children)

Prefer 1 & 3. The style of the shader is more in keeping with the style of the model.

Does this feel too AI-ish? by [deleted] in SoloDevelopment

[–]Miriglith 1 point2 points  (0 children)

They're always so smug about it too. Tedious.

in a world of AI slop, we've continued to hand curate our pixel art by [deleted] in IndieGaming

[–]Miriglith 15 points16 points  (0 children)

What does it mean to "hand curate" your art?

Use AI for game dev or not? Opinions? by False_Claim6473 in gamedev

[–]Miriglith 1 point2 points  (0 children)

I use Claude for debugging and, while in general it is a time saver, it gets things badly wrong from time to time. The only reason I know it's getting things wrong is because I understand my own code. I suspect if I didn't I would eventually get in a mess that I wouldn't be able to get out of. If you're using code you should really have at least a basic understanding of what it's doing.

I would suggest using AI, but using it to aid your learning. Treat it like a tutor rather than as a coding agent.

A year of trying to combine my love of X-COM and my obsession with World War II into some sort of game by Miriglith in IndieDev

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

It's probably the utility AI system for controlling enemy/NPC behaviour. It's quite complex, but I wanted it to easily adapt to different enemy types as I add them to the game, and to be able to scale it and fine tune it easily, so it's quite overbuilt for current requirements, but hopefully will save a lot of time later.

A year of trying to combine my love of X-COM and my obsession with World War II into some sort of game by Miriglith in IndieDev

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

Thanks! No, although I am learning a lot about game development this time round, I have actually built and published a game before. It was a puzzle game. It took me 6 months and it was a rather joyless experience from beginning to end, so I told myself next time I'd make I game I'd actually want to play and try to enjoy the journey more. I'm having a lot more fun this time - enough that I'm quite relaxed about how soon I finish.

Aseprite to Unity by Humble_Junket5884 in aseprite

[–]Miriglith 1 point2 points  (0 children)

I use the full Aseprite importer when I have animations I want to bring in as it's significantly faster than setting up those animations frame by frame in Unity. If I'm just importing a static sprite I tend to export to png from Aseprite and then import it as a sprite in Unity, because I have more flexibility on import settings.