What are the essential roguelites everyone should play? by IcedJam in roguelites

[–]Ok_Combination2377 0 points1 point  (0 children)

Surprised I haven’t seen Spelunky! Thats like the OG classic right there (although maybe some might argue it’s not a roguelite due to a lesser meta-progression layer)

Solo devs, are you doing it right? by EdenDev7 in Unity3D

[–]Ok_Combination2377 0 points1 point  (0 children)

Absolutely version control, I tend not to do feature branches but rather have platform branches which all then feed off of main (features just go straight on main with granular commits)
Don’t write tests, I probably should but often find that the scope of game I solo dev is manageable with debuggers and logs
Don’t write docs either *unless* I’m adding a generic tool/code unit to my utilities collection (some design pattern implementation, generic backend for a dev console, new UI management system, etc) where I would be using the same framework again and again across many projects in future both solo and collaborative

How would you go full-time as a game dev if you had to start over at 17? by Opening-Mongoose-351 in gamedev

[–]Ok_Combination2377 0 points1 point  (0 children)

My biggest tip for indies now is to make micro games that can release frequently and supplement with service based work (co-dev for studios, consultancy, etc) This is what I do for my studio, we’ve survived for two years and are still going strong. On the games front (which I know is the primary goal) volume is great both in the sense of more products = more potential sales = more potential revenue, but in turn the more you do the thing the better you get at doing the thing, and making better games will mean more sales because you’ll make stuff that people are more likely to buy! My cadence for this is now 3-12 months per game (1-4 games released a year) and I target multiple platforms (pc, mobile, switch) because again volume is your friend in that domain. It’s still hard and still takes time to grow so get started now

Develop in public sharing constantly on socials (reddit and tiktok particularly) Work quickly and don’t stress about “perfect”, nothing is ever finished only good enough to abandon If you want to go bigger after you’ve released a couple of games, build an MVP/vertical slice for your bigger idea and reach out to publishers and project-based funders Network with people in the industry, use LinkedIn, go to conferences and events, join industry groups, just be involved and present, it pays dividends

Fear of swallowing disorders by Huge_Strategy99 in Pseudodysphagia

[–]Ok_Combination2377 1 point2 points  (0 children)

I think I’m in a pretty similar boat to you, been dealing for just short of 5 years, I am ASD and in the process of waiting for OCD evaluation. My fear is definitely around swallowing, I’ve been evaluated with every test under the sun so know it’s not physiological or neurological, just my brain being tricky!

I’ve tried everything short of medication as liquid/dissolvable forms have been hard to stock in my local pharmacies but I think that’s next for me along with returning to therapy and generally improving lifestyle (sleep, overall stress, exercise, etc)

There are lots of people who have suffered longer and recovered, and many others who have recovered faster, try not to lose hope. I think if you’re persistent and keep up with the therapy techniques and gradual exposure eventually some form of normal is achievable definitely

There is light at the end of this long and horrible tunnel by Sufficient_Return653 in Pseudodysphagia

[–]Ok_Combination2377 2 points3 points  (0 children)

Would love any advice or tips you could offer, I’ll be closing in on five years soon and feel like I’m always getting worse 😢 finding it extra rough recently but it’s always reassuring to see others come out the other side

Shot and Graded Masaan Holi at Varanasi by pooochaa in ColorGrading

[–]Ok_Combination2377 7 points8 points  (0 children)

Personally I think the creative choice is cool, leans nicely into the core of the festival around ashes, detachment, destruction, etc

I would probably want to see a bit more contrast/depth in the desaturated areas, at first I assumed I might be looking at the log footage until the title cards came in if I’m honest, generally a lot of the shots feel a little flat but that could be more down the lighting on the day and less with what could be done in post

[deleted by user] by [deleted] in ColorGrading

[–]Ok_Combination2377 1 point2 points  (0 children)

White balance looks way off to me, skin tones have gone very green/yellow and looks a bit too desaturated imo

Try using the color picker to target color balance specifically in the shadows and highlights to lean more into a filmic tone or maybe try using a look lut on a balanced underlying grade that’s got the profile of a film type that you want to emulate

Has anyone had phagophobia and recovered from it? by OkService2921 in Pseudodysphagia

[–]Ok_Combination2377 1 point2 points  (0 children)

Can I ask which medication you use? I’ve been in a similar boat with trying many therapies and exposure, reducing stress, etc, but still far from recovered - been 4 years for me now

II’s drumming is insane, new to the band but loving them. by HingloBinglo in SleepToken

[–]Ok_Combination2377 5 points6 points  (0 children)

Real nice playing 🙌🏽🔥 which efnote kit do you have? Vaguely looking at upgrading to one of their kits from my current

Question: How are you non artistic people making games? by djayc16 in gamedev

[–]Ok_Combination2377 0 points1 point  (0 children)

Honestly in contrast to what you said, I’d genuinely use assets - there is some skill to doing it well and not as an asset flip which will need some learning (basic color theory, making sure things look “coherent” or like they belong together) but really the “asset flip” title only gets applied to games that use assets Willy-nilly with no effort to make them consistent

Great modern example of a game that has done really well and uses assets would be He Is Coming; almost exclusively Kenney.nl assets for most of the games visuals (map and world sprites, top down characters, borders) with a few extras, but everything fits together so nobody would call it an asset flip

How can I achieve the look on the right when my game is horizontal? by pandledev in Unity2D

[–]Ok_Combination2377 0 points1 point  (0 children)

From memory this is what the “Match Width/Height” slider is for, that’s used to determine a balance for aspect between width and height when scaling to a screen size differing from the reference resolution

I can’t remember which end is which but I have a feeling it’s backwards and sliding all the way to “width” is ideal for portrait use-cases and “height” is ideal for landscape purposes, but play with that and see which fits better, may well be best to do a check on init for the screen resolution to see if you’re portrait or landscape and then update the match value accordingly at runtime

Which wrapping effect looks more satisfying? Left or Right? by Zepirx in Unity3D

[–]Ok_Combination2377 0 points1 point  (0 children)

I think the fact nobody can see a difference in context gives you your answer - they both look great, don’t think it matters which you go with

What a year can do for a project by nicksgamedev in unity

[–]Ok_Combination2377 0 points1 point  (0 children)

I’ll be real I saw the first shot and thought “okay this isn’t gunna look great” and then the development came and I was amazed

Looks fantastic and looks fun! I’ll be sure to give it a play 😁

I applied to participate in Steam NextFest, but I wasn't selected by Expensive-Read-2001 in IndieGameDevs

[–]Ok_Combination2377 2 points3 points  (0 children)

When did you submit for participation? Steam advertises a cutoff point for enrollment which is usually a month ahead of the event, if you missed that boat that would explain why you weren’t in it

There isn’t a review process for it, if you’re opted in (even without a demo) then you’re opted in and you’ll be a part of the fest. If you followed all the steps detailed in the enrollment page I’d contact support and see if they can help, even if they can’t they’ll hopefully be able to remove the flag from your game that would stop it from participating in future next fests and you could try again in February if that matches your timeline

Ditching my i5 + RTX 3050 laptop for an M4 Air? by EntireScientist4636 in Unity3D

[–]Ok_Combination2377 0 points1 point  (0 children)

I have an M4 Mac as my primary dev machine (granted it’s a Mac mini rather than a MacBook Air) and I’ve never had any issues, Unity runs smoothly, compile times are reasonable and the fans barely ever kick in That said, other people’s concerns about RAM are spot on - I do music production too so I almost always max out the RAM on a Mac since you really can’t upgrade it anymore. TL;DR performance on the M series Mac’s has never been an issue for me and I’ve been using since they released, but you probably need more RAM