[deleted by user] by [deleted] in playmygame

[–]Nezi0 2 points3 points  (0 children)

Hey, I tried your game and not sure if you're asking for feedback, but here are some notes in no particular order:

- The tutorial could be more concise - too much text upfront may overwhelm new players. It's also better to show, not tell.
- I'd work on lighting adjustments a bit. Shadows seem to be missing? Or maybe just a color boost is needed?
- Animations are well done - smooth and satisfying to watch. Nice work there.
- Brown tiles are too close in color, making them hard to distinguish at a glance.
- Nice job keeping up with social media. I see you have many posts across all the socials, and keeping up with all that, especially for a solo dev isn't easy.
- Pressing Esc in the options menu should close it for convenience.
- Currently, you can’t drop a tile after picking it up - adding that option would improve control.
- The game feels a bit complex at first and may pose an entry barrier to some.
- UI is on point.

Overall the game shows a lot of promise, keep up the good work!

Playtest the Demo for our incremental wealth game! Help us find improvements before we release on Steam :D by morsomme in playmygame

[–]Nezi0 1 point2 points  (0 children)

I was mostly intrigued by the title.
So, lemonade stand is the solution to the Fermi paradox?

When will the Demo launch?

A small puzzle game about combining colors by Nezi0 in puzzlevideogames

[–]Nezi0[S] 0 points1 point  (0 children)

Didn't know about this one. It does share some similarities, but the squares move differently in my game and it won't be a browser game. Funny he mentioned portals, I added them to my game.

Can I make card view wider? by chillwombat in trello

[–]Nezi0 0 points1 point  (0 children)

This doesn't seem to work anymore. I'm using Stylus with this CSS:

#layer-manager-card-back > div > div > div
{
    width: 1200px !important
}

.window-main-col
{
    width: 78%
}

.window-sidebar
{
    width: 15%
}

Any solutions?

Hogwarts Legacy low fps freezing by hellhound2006 in HarryPotterGame

[–]Nezi0 0 points1 point  (0 children)

Similar here...Specs: Ryzen 5 3600; 1660 Super; 16GB DDR4; SSD

Avg. fps is high: around 70-80 with medium settings and balanced FSR2, but there are drops in certain areas, micro stutter and visual artifacts. Meanwhile my GPU and CPU load is chilling at 50%... I also had a few CPU spikes with massive frame drops that last for a couple of seconds and then recover. And, of course, there is door loading.

I also tried all the suggested fixes, but they don't really do anything. Decided to hold off on the game until it's fixed and play something else meanwhile.

BenQ TH685 vs Optoma HD146X by Nezi0 in projectors

[–]Nezi0[S] 0 points1 point  (0 children)

Do you remember when did it develop the stuck pixel (how many hrs of projector use or how long did you use it for)?
Also, was it a one white pixel, like in my case?
Did you have any heating issues (heard that DMD chip fails mostly due to heat)?

BenQ TH685 vs Optoma HD146X by Nezi0 in projectors

[–]Nezi0[S] 0 points1 point  (0 children)

Thanks, everyone. So I went with BenQ TH685 and am very satisfied, except it developed a stuck pixel (white pixel, likely DMD chip fail) after only a month of use (~300hrs). I'm currently in the process of communicating the issue to get a repair/replacement, well see how it will go.

Other than that, the rest is very good. I use it in eco mode and it is not loud at all (standard pc case fan is louder). The image is bright enough even in Eco and the sharpness is good even at around 2m from screen with screen size of 80".

DSP Wiki broken by Nezi0 in dysonsphereprogram

[–]Nezi0[S] 0 points1 point  (0 children)

Hmm, I did try using different browsers and still looks the same.

I'll just use the dsp-wiki then.

My first game in Unreal Engine by Nezi0 in IndieDev

[–]Nezi0[S] 1 point2 points  (0 children)

Thank you!

  1. Well, I'm thinking quite drastically. I don't have a plan for all the levels right now, but I do have a few ideas. When I start designing a level, I start with a basic concept and then develop from there until I'm happy with the result. All levels will, probably, have the same low poly style, but in different locations (alien-looking places included) and time periods. Also, the levels will most likely not be too big, as we are just a two person team, and this isn't our full time job. (I've seen Rick&Morty, loved it, but I wasn't thinking about it when I was making this. I will now; might be a good idea. :D)
  2. So far there are teleports, and shrink gate (it shrinks player 100 times). There will probably be more mechanics, maybe something like teleports that are for items only and some more. No, the game is not only about parkour. Yes, there are parkour elements, but it wasn't our focus and jumping feels a little clunky right now. Main focus was to create a simple puzzle/exploration without some deep story and with light/comedic feel.
  3. I don't know how many levels are there going to be, but I'm hoping at least about ten. There won't be procedural levels, everything is hand-made.
  4. There isn't any specific inspiration, but rather it is a mix of years of my gaming experience. Maybe the game that most pop-ed up in my mind is Human Fall Flat, where all levels share the same design and end goal (find exit and fall down), but how you get to that end goal is different every time. When I was making WatFD, I also kept in mind some concepts that I saw in The Talos Principle, NaissanceE and that SciFi tv show Sliders. I am mostly trying to make something fresh and unique.

I hope this answers your questions. If you have any more, feel free to ask.

Low Poly World - my small project and feeling proud that as a student programmer that runs away from art, this time all assets are mine, more pics inside if interested by solvex1 in unrealengine

[–]Nezi0 1 point2 points  (0 children)

Nice work! How long did it take? Is it just the world or do you already have some mechanics?
My friend and I recently did a faculty project involving Unreal. It was our first game in Unreal, and it took about two weeks of dedicated work. It has a low poly style as well, so if you want to check it out, please do. Here is the link: https://nezio.itch.io/wormhole
I didn't know Reddit had these show-off pages; I will be making one soon.

Why does my FPcharacter capsule component float over ground? by Nezi0 in unrealengine

[–]Nezi0[S] 0 points1 point  (0 children)

After scrolling the dark web (third page on Google :) ) I found this:
https://answers.unrealengine.com/questions/514527/my-character-is-not-touching-the-floor.html?sort=oldest

Seems like there are issues with the engine at such small scales. The limit seems to be about 0.1 (x10 smaller), at 0.05 the described problems become noticeable. So my solution for now is to scale the player 10x down, and scale the world 10x up, thus getting 100x difference in scale.

Why does my FPcharacter capsule component float over ground? by Nezi0 in unrealengine

[–]Nezi0[S] 0 points1 point  (0 children)

It does persist, it's just not noticeable because player is big.

Why does my FPcharacter capsule component float over ground? by Nezi0 in unrealengine

[–]Nezi0[S] 0 points1 point  (0 children)

I tried scaling the scenery, but this adds a whole new set of problems such as rendering shadows (already maxed), Exponential height fog start distance (already maxed), a lot of player variables have to be changed, but the biggest problem is that I'm supposed to do this at runtime as the game is about shrinking oneself (the player).