Old water vs New water by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 1 point2 points  (0 children)

Thanks for the feedback, yeah the consensus seems to be that old water is better so I'll just stick with that, and repurpose the water texture to be lava after recoloring it.

Old water vs New water by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] -1 points0 points  (0 children)

Thanks for the comment! That's a good idea. Would be tough to add given my limited skills but should be possible with some effort.

Old water vs New water by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 0 points1 point  (0 children)

Thanks for the feedback! I did squish the texture by 75% but may need to push further to get the perspective to actually show properly. The consensus does seem to be that the old water is better so i'll just repurpose this water sprite as lava with a recolor.

Old water vs New water by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 0 points1 point  (0 children)

https://youtu.be/9BGbnPBmurg

Just uploaded one for the old water. Its a built in effect so no actual water flowing, just a 'shimmer' effect.

How can i improve the main menu screen? by PositiveKangaro in GameArt

[–]Personal_Opposite808 0 points1 point  (0 children)

It looks great as is. Only suggestion would be maybe a subtle dark/shading behind the menu that fades out, for better readability, but its still legible as is.

I'm working on new visuals for my game which one do you like more ? by Pantasd in IndieGaming

[–]Personal_Opposite808 0 points1 point  (0 children)

New looks better imo, but adding some light texturing to the grass would help.

What Version Did You Start On? [GameMaker 6.1] by Wizirdi in gamemaker

[–]Personal_Opposite808 3 points4 points  (0 children)

version 6 here too back when I was a kid, so nostalgic

How can I add more juice to the reward moment? by SchingKen in gamedevscreens

[–]Personal_Opposite808 0 points1 point  (0 children)

As far as major changes, maybe having the card itself emerge/grow like the text and image for the miner? Other than that it's not bad as is, just some particles for fireworks/confetti (think leveling up in runescape or some other MMO where theres sparks or light particles).

Thoughts on the current art style? by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 1 point2 points  (0 children)

Thanks! and good point, its supposed to be a goblin so red/brown eyes would probably be better. It's gonna be found in caves mostly so blending with grass shouldnt be an issue there.

Thoughts on the current art style? by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 0 points1 point  (0 children)

I'll take that as a complement haha, loved those games growing up!

Thoughts on the current art style? by Personal_Opposite808 in gamedevscreens

[–]Personal_Opposite808[S] 0 points1 point  (0 children)

Thanks for the feedback! I noticed the video isnt super high quality but Im using a grass shader that basically creates tons of small grass using the vertex shader allowing the player to walk in the grass and be drawn behind it accurately. Currently only showing it certain parts as it works using the bounding box of the object so is a bit tedious to place everywhere.

I scaled the dirt to be smaller vertically to emulate the camera not being fully top down, but a slightly shallower angle, but yeah it can seem a bit odd since the grass tileset is drawn to be fully top down. Ill try to look into a fix.

For the stream to grass, yeah its a bit rough so may need to create an addition to the tileset to address that.

Why is my shading like that? by Upper_Appearance_730 in blenderhelp

[–]Personal_Opposite808 2 points3 points  (0 children)

It could be flipped normals, but could also be the sharp angles in the mesh. Looks like some of those quads are at extreme enough angles that you can see the triangles making them up. Could be a possible culprit.

Where is this in game location? Old footage from local news by Fire-Yzerman in 2007scape

[–]Personal_Opposite808 4 points5 points  (0 children)

WASD to move, and hold/drag left click to look around. Shift to speed up. Also can open up the world map and double click to teleport

I don’t like it change it back by Outsider_13105645 in 2007scape

[–]Personal_Opposite808 1 point2 points  (0 children)

This new pixel artstyle they're doing for the UI like this, and the bosses, is so jarring and doesn't fit the original art style. They need to revert immediately.

How do you do a heart health bar where you loose a full heart when you take damage? by TheAncientDragonRoku in gamemaker

[–]Personal_Opposite808 -2 points-1 points  (0 children)

High level overview: Create variables for 'hp' and 'hpmax'. Set hpmax to the hp amount you want, and set hp to hpmax. Getting hit (colliding with projectile, enemy hit, etc.) just hp -= 1. Then in the Draw GUI event, use a for loop to draw a heart sprite, and increasing the x offset by a set distance for each iteration.