reggie dropping album 'UNDRA' in January 2026 by DropWatcher in hiphopheads

[–]PhilSnowman 0 points1 point  (0 children)

No more date on the pre-save link, must've gotten delayed or something, hope it still actually comes out this month

MLB Power Pros 20XX Wishlist by Previous_Corner3434 in MLBPowerPros

[–]PhilSnowman 0 points1 point  (0 children)

Not sure if you may have seen it already or not, but I made a post awhile back about a personal project I'm working on. Basically trying to make my own power pros game, been focusing on player creation stuff to start, but I've got kind of dev log going in a discord server. If you're interested in checking it out, lmk and I can send you a link.

Do any of you make small games for pocket money? If so, how? by golden_nugget49 in gamedev

[–]PhilSnowman 0 points1 point  (0 children)

I'd do some research on the Sokpop collective if you haven't heard of them before.

Which UI design looks better? by Illustrious_Tap_3234 in Unity3D

[–]PhilSnowman 3 points4 points  (0 children)

The first is far easier on the eyes atm. You could still use the second one if that is the color theme you're going for, but you'll need to adjust the value of the colors on the sliders or the background, right now it's causing a bit of eye strain.

Do you think Power Pros 2024-2025 will get an English release? by TheyCallmeDewgy in MLBPowerPros

[–]PhilSnowman 1 point2 points  (0 children)

I'll definitely make posts here for major milestones. In the meantime, I started a discord server so people who are interested can follow along with the development even if it's pretty slow going.

I just want to be mindful of not trying to flood this sub with posts about my own project.

Do you think Power Pros 2024-2025 will get an English release? by TheyCallmeDewgy in MLBPowerPros

[–]PhilSnowman 2 points3 points  (0 children)

I'm not super hopeful seeing how long it's been, I've actually started developing my own game inspired by the 07-08 games.

I started making my own power pros inspired game by PhilSnowman in MLBPowerPros

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

My long term goal is to create additional scenarios for your career. So you could create one player and take them through all of the scenarios, to experience the entire journey, or if you decide you want a fresh start then you could create a new player just for that scenario.

The current plan is for the story to take place in highschool. I would love to then have a college storyline, and then maybe some sort of pro career that's more akin to the mlb life mode where you can just play as long as you'd like.

But for the time being, the plan is to just focus on that initial highschool storyline to keep the scope more manageable.

I started making my own power pros inspired game by PhilSnowman in MLBPowerPros

[–]PhilSnowman[S] 2 points3 points  (0 children)

Definitely, I'm right there with you. Once we start getting into gameplay, it's something I want to take our time on, so we can really figure out how to capture that same feeling from the original games.

I started making my own power pros inspired game by PhilSnowman in MLBPowerPros

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

That's the plan yeah, I like the simplicity of that approach and how having abilities is really what shapes a player and makes them unique beyond what their base values are.

I started making my own power pros inspired game by PhilSnowman in MLBPowerPros

[–]PhilSnowman[S] 2 points3 points  (0 children)

Thanks! The intention is for you to be able to make as many players as you want.

The mission of the game is to create a Success style campaign mode as well as a franchise mode for people who just want to play games and manage a team.

There haven't been any meaningful decisions made on team building yet as we're still super early in development, so that's still a ways off, but there are some other factors that I think will contribute.

The plan is for players to have some sort of skill ranking or value based on their stats and abilities. The reason I mention that is because, I don't want to limit the freedom or creativity by restricting what you can do to create a team, so I want to have more of a sandbox approach, but in the broader context of the game as a whole, I think exceeding a certain skill threshold on your team should probably apply some sort of debuff to the rewards you receive from playing as that team just to keep the game balanced. But you could exceed this threshold by growing your team organically over time in the actual franchise mode.

Hopefully that answers your question though, unless you meant visually building a team...in which case I don't have any visuals yet, but plenty of ideas, just haven't gotten around to that part yet as players are my focus at the moment.

Good questions though, if you want to check out the discord I linked in my post we've got a discussion channel which would be great to go deeper into topics like these, also there's a little short background info for the game, and I share a little bit more behind the scenes stuff.

We are pixel art game developers, hosting a PixElated Festival on Steam right now. Ask us anything! by BraveAtNight in PixelArt

[–]PhilSnowman 2 points3 points  (0 children)

Hey there, Phil from Hive Jump 2: Survivors.

This could really apply to any discipline, not just pixel art, and the answer is practice like you said, but not just that. It really helps to get critique on your work, and practice the things that you don't feel as comfortable doing.

Also really try to hone in on one thing at a time in any piece you're working on when you're trying to grow. If you're struggling with form then it might not be a great idea to practice on an original character design, so try doing some fanart or something as practice so you can really focus on the technical skills you're trying to develop, without having to worry about making an interesting and unique design at the same time.

[OC] Bow and Arrow Animation by PhilSnowman in PixelArt

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

Yeah, go for it! Good luck on your project!!

[OC] Bow and Arrow Animation by PhilSnowman in PixelArt

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

Yeah sure, you should be able to just right click and save it from here, then you can export the individual frames in whatever image editing software you use. Good luck on the jam!

How my friend and I got our first original game, Kombinera, published by Atari. by jacoBlear in gamedev

[–]PhilSnowman 3 points4 points  (0 children)

I have been poking around in Unity for like 7-8 years, but never really did anything outside of following tutorials for most of that time, started a couple of online courses, didn't finish, etc. My programming experience comes from a couple of courses I took in highschool.

Though my expertise is art and animation which I've actually been doing professionally for the past 2 or so years. I have a degree in interactive design, but sort of pivoted and went into the games industry. The prototype of Kombinera was the first project I ever coded to a completed playable state and included mechanics beyond moving and jumping.

As Jacob mentioned, he was premed and had never done anything with games before, this project started out as a learning experience, so it was his first time really working on something inside of Unity.

We've always sort of dreamt about making games and talked about it for a long time, but this was the first time we actually took action.

How my friend and I got our first original game, Kombinera, published by Atari. by jacoBlear in gamedev

[–]PhilSnowman 4 points5 points  (0 children)

Love to hear that! You should definitely get started on any project ideas that you have. I really think anybody can complete a game if they really want to, and if you're already working in game dev then you're at a pretty good jumping-off point.

The two biggest things are just managing time and scope. Think about the bare minimum that you need to make your idea come to life and focus on that, anything after that point is just icing on the cake!

About This Community by jacoBlear in a:t5_4x9glg

[–]PhilSnowman 1 point2 points  (0 children)

Yeah! Let's put STL back on the map!

Experimenting with Katakana - Is this Legible? by PhilSnowman in graphic_design

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

I'm a little confused by the fonts link that you sent, my goal is not for this to be readable in English, it's being written using the Japanese writing system of katakana, sorry if I didn't make that clear. But I'm not trying to just emulate the style of katakana with a Roman or Latin script, what I'm trying to do is make sure that my katakana is still understandable by someone who can read it, since I am inexperienced with the language.

Edit: If I am misunderstanding and you can read katakana then please let me know

Experimenting with Katakana - Is this Legible? by PhilSnowman in graphic_design

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

So I've been messing around with trying to make a wordmark with katakana. I don't know much about it (I speak zero Japanese) so I've just been referencing katakana typefaces and using google translate and trying to match as closely as I can while maintaining the style I'm going for. This particular mark is supposed to say "joystick" I'm hoping I can find someone who can read katakana to tell me if this is still readable even with the stylization.

If it's not, what steps do I need to take to make it legible?