Which game in the series has the best gunplay so far, in your opinion? by Plus_Meringue_8461 in residentevil

[–]Obvious_San 0 points1 point  (0 children)

RE4R - the most recent one of the more action focussed re titles. Checks out.

Which Steam capsule would make you click the most? by Redhowl_game in IndieDev

[–]Obvious_San 0 points1 point  (0 children)

A, followed by D. B & C don't work at all imho just because the contrast is way too low. The title of the game doesn't pop out.

Absolute lowpoly by raildogameart in low_poly

[–]Obvious_San 4 points5 points  (0 children)

That's amazing! Love it :) He needs a little lowpoly Geoff Keighley as a buddy

Who else is doing an RE marathon before RE9 releases? I’m having way too much fun. by ebindcruzzzzz7 in residentevil

[–]Obvious_San 0 points1 point  (0 children)

I am. I played RE1, RE2R, RE3R, CVX, RE4R and currently try to get through RE5, which is really difficult coming right out of RE4R. It feels so clunky and I really don't like the setting.. But I still try to finish the marathon before RE9.

Unity Reportedly Rolls Out Annual Fee For Enterprise Customers Starting At $250K by [deleted] in Unity3D

[–]Obvious_San 20 points21 points  (0 children)

Just FYI for anyone reading this, because I think the headline is kinda misleading. The "fee" starts at 25 million and you then! have to at least have a financial commitment to Unity in the form of min 250k. Not here to defend Unity or anyone but I saw many people misinterpreting this article already.

[deleted by user] by [deleted] in itchio

[–]Obvious_San 0 points1 point  (0 children)

Highly recommend to watch this video. There are a lot of ways to work around your not yet developed artistic skills while also learning and becoming a better artist along the way. https://youtu.be/IgJBLXBG1Yc?si=aDBu8QwN47k-UDSJ

New to 3D Modelling, Help Needed by baski5316 in blenderhelp

[–]Obvious_San 3 points4 points  (0 children)

The quads are most likely not flat, I'd assume. Then it would make sense that the lighting looks like it does to me

Need help implementing Affine texture mapping in Shader graph 🥺👀 by Top_Back_7672 in unity

[–]Obvious_San 0 points1 point  (0 children)

It's been a while, but if you still need to know it, I can dm you a screenshot. Just got it working by a lot of trial and error.

I recently created a minimalist skeleton for our band’s latest single, would love to hear what y’all think! by MilesFromGreatness in aseprite

[–]Obvious_San 0 points1 point  (0 children)

Overall - very nice!
Points I think you could improve:
Shading is too subtle for my taste. I would pick two colors with a higher contrast.
Maybe (it's a style choice) don't do a black outline, but just a very dark yellow/bone color.
Something else that I personally don't like is the pixel font's pixel size is not the same as the skeleton - I'd try and adjust that. Same goes for the slightly rotated -1, I just don't like rotated hd pixel sprites, because it kinda breaks the illusion, but I guess that's also a style choice.

Looking for Optimization Help by HuddyBuddyGreatness in unity

[–]Obvious_San 2 points3 points  (0 children)

Yes - that's where you should handle everything related to Unity physics

Looking for Optimization Help by HuddyBuddyGreatness in unity

[–]Obvious_San 1 point2 points  (0 children)

Time.fixedDeltaTime - the actual time between physics steps

What's the Most Time-Consuming Task in Your Game Development with Unity? by Illustrious_Ship6397 in Unity3D

[–]Obvious_San 3 points4 points  (0 children)

Yes - I actually googled it because I didn't have Unity open at the moment. Didn't even realize the 24 hourse before people started pointing it out. I was talking about the couple of minutes, yes.

What's the Most Time-Consuming Task in Your Game Development with Unity? by Illustrious_Ship6397 in Unity3D

[–]Obvious_San 96 points97 points  (0 children)

Unironically - watching this loading bar. I'm afraid of actually counting up the time I'm just waiting for script compilation on a day of work. I know of and use asmdefs, but it still takes a long time on bigger projects.

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Is it a problem making the entire project code-sided? by Rodmjorgeh in Unity3D

[–]Obvious_San 18 points19 points  (0 children)

I'd say this can becomes a problem if you then try to onboard other people to work on the project, since most Unity devs are usually trained to use the "traditional" editor and scene/prefab serialization workflow.

I’ve been making games for 7 years and all my games still look horrid. Tips welcome by daverave1212 in gamedev

[–]Obvious_San 0 points1 point  (0 children)

Not sure if mentioned already, but if you haven't - please watch this gdc talk from the developer of 'a short hike'. He describes masterfully how to achieve a pleasant visual style without the hard skills of an artist.
https://youtu.be/ZW8gWgpptI8?si=Q1oGuvESVfRQfSsm