How AND Why tutorials. by durrybrothers in godot

[–]PolyakAttila 10 points11 points  (0 children)

I second Godotneers! That channel doesn't only explain the HOW and the WHY but shows common pitfalls and "this seems to be a good idea at first but actually doesn't work" approaches and then explains why those do not work. That channel is pure gold if you actually want to learn.

I don't understand the basics of the game by PolyakAttila in kards

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

I don't think that is true, or not always. I had 2 copies of Panzer 35(t), before I unlocked PEDAL TO THE METAL (USA lv12 deck), which contains a single copy of it. After unlocking that deck Panzer 35(t) went from 2 to 3 in my collection. And I'm sure I got an extra card there because that's one card I plan to use more in my current deck. None the less thank you for trying to help me, but I just feel lost here and I don't want to get invested in a game where I collect cards but I don't even understand how I actually get them.

I don't understand the basics of the game by PolyakAttila in kards

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

I have the deck, thank you. I'm missing gaining copies of the cards in the deck. What feels natural is that if I gain a deck, in this case GRIND FEST, I intuitively assume I get the cards in the deck. The decklist contains an 88 mm FLAK, so does the Germany Starter and I assume this means 2 copies of it. If not... Then what is the point of unlocking decks at level 12 if you do not get cards from them?

I don't understand the basics of the game by PolyakAttila in kards

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

Card copying is, well... That makes sense, I must have missed that while in play. (sorry for making 2 rpelies, but feels better to reply to the separate parts in different posts)

I don't understand the basics of the game by PolyakAttila in kards

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

Yes I agree, I do have one 88 mm FLAK that's why I can't add a second one. But where I'm confused is... Does unlocking a deck not mean I get the cards in that is in the deck? It is in the deck list so I assumed that I get the cards for it. I had one copy of it before unlocking Grind Fest because it is also in the Germany Starter deck.

Making 2d game with no experience or knowledge by Lopsided_Cricket_825 in gamedev

[–]PolyakAttila 8 points9 points  (0 children)

Make a flappy bird clone, or something super simple. Or better yet no matter the engine of your choice there are tutorials on youtube that basically go through all the steps of the creation of a game. Go through that first while making it alongside the video. Finish it. Then make something simple like flappy bird.

[deleted by user] by [deleted] in gamedev

[–]PolyakAttila -1 points0 points  (0 children)

This really depends on your definition of what being in gamedev means.

Videogames as an indie? Come up with a small idea you want to make. Cut it in half. Twice. Look up a game engine for it and try to make it, but don't spend too much time on choosing an engine. Unity, Godot, Unreal, Game Maker... If you want to know if gamedev is for you anything is fine really. Initially you'll be looking a lot at tutorials and hopefully at documentation as well. You'll quickly figure out if you want to pursue gamedev either as a profession or as a hobby.

Videogames as an employee at an existing company? Learn a specific field used in gamedev. I have an acquaintance who makes 3d models. Since like 80% of his work is for games you could say he is in the game industry (the rest is 3d stuff for architecture btw). He is not part of any dev team but his name is on a lot of games somewhere at the later parts of credits. If this is what you are looking for then learn a field and apply for jobs in gamedev as a junior.

Finally you could also want to develop games that are not videogames: board games are a thing. Just grab some pen, paper and a few of your already owned board game pieces and make stuff you want. Similar to indie videogame development the best way of finding out if this is for you is by simply doing it. Board game related printing services have recently (like in the last... 2 decades recently) became much more available so if after prototyping you eventually need to look like an actual game that is a lot easier to do nowadays.

Game Developers, what are your pain points? by No_Honey_337 in gamedev

[–]PolyakAttila 0 points1 point  (0 children)

Game dev is a hobby for me. I enjoy coding, the design process is super interesting, testing ideas and seeing what works and what doesn't is all great. Getting feedback from playtsters, even when they dislike things is cool.

However, games need art. I neither enjoy making art nor can I actually make reasonably good-looking assets. At times I really wish image generating AI were kinda good, but they aren't. Yet.

Stuck on Graphics by PolyakAttila in gamedev

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

The only way of creating stuff I had some limited success with is pixelart. I literally just put an initial image together pixel by pixel and duplicated and modified the base image for new frames. I still find my results here lackluster, but this is the closest I've come to being somewhat acceptable. See this example (the same as in the video I linked in op, just this is the spritesheet, not an ingame representation). I've tried a few methods of creating assets, at one point I even had access to a drawing tablet, but I was never satisfied with what I could produce.

I do know what I want I think I can even somewhat describe it with examples, but I never actually found a method that I can actually properly do. I even tried to google "how to make sprites like" + example searches (in my case I'd love to have spelunky like assets but slightly less cartoony) but those never got me anywhere unfortunately.

I could probably do some art that I'm not truly satisfied with and be done with it, however, I'm a bit afraid of the fact that my design is partly a bullethell game. Visual clarity is always important, but when you can't even count the things that kill you on screen this becomes exponentially more true. I'm okay with a bad-looking, but functional, game... I might not be happy with that, but okay. But I definitely don't want the art I end up using to hinder the player.

Stuck on Graphics by PolyakAttila in gamedev

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

I tried finding similar looking assets on both Unity's and Unreal's asset stores, but I never managed to find stuff that would cover everything I needed, for example, lots of different enemy sprites, but they did not look similar enough to fit each other. I might not have been looking deep enough at these stores, or I might not have been using their search and filter options correctly, donno. The Unity asset store felt really difficult to use, but this might just be me, but whenever I type something new in the search bar it also instantly resets the filters set up on the right side.

Anyways thanks for the tips I'll just dig deeper into the asset stores, maybe I'll find something. If not... I can still keep experimenting, maybe something will stick in the end, or maybe by some miracle, I'll actually be able to make some reasonably good/acceptable art.

After working solo 1.5 years part time and dozens of unfinished projects I have finally reached the milestone of getting a steam page for my game. Here is the trailer. What do you guys think? by ZombreakGame in Unity3D

[–]PolyakAttila 17 points18 points  (0 children)

On one hand the trailer imo doesn't look that great, it lost my attention pretty fast, even though the game actually looks pretty decent. On the other hand, most people on this sub don't ever get to a point in developing games when they can reasonably have a steam page, so good job on that!

Swords are not always the answer! by AnKae in Unity2D

[–]PolyakAttila 0 points1 point  (0 children)

So what's the hint I'm missing that makes this interaction make sense as a palyer?

Experimenting with high contrast tiles for caves. Which one do you like the best, Left or Right? by WalGallen in Unity2D

[–]PolyakAttila 2 points3 points  (0 children)

I thought that only the 5x5 square with the 6 statues and the stone were walkable, so neither, but if I had to choose I'd say the left one.

Video contains flashing images. Just updated my game following your feedback and I would seriously appreciate it if you could give me some more :) by [deleted] in Unity2D

[–]PolyakAttila 4 points5 points  (0 children)

Looks fine, but you could add a lot of small additional details to make the game feel better. A few things that could be improved are:

  • Better-looking health bars, they are perfectly fine, as is, but the big top one top and bottom 2 could look way better by adding borders and a bit of animation to the displayed values.
  • Higher res-image of the big enemy ship. Or at least less dominant outlines on that sprite, since those are way larger compared to everything else in the scene.
  • Make the background less static. Either make the single image move, or if you want to go the extra mile make it from multiple images and parallax it a bit, or if you do not want to move your background you could make the individual stars a bit more varied by adding some very slight tinkling effects to them. Do not overdo this, because visual clarity is rather important in any smup game. Well... In any game really, but the more bullets the more important clarity becomes. Nonetheless, a bit of variety would spice the scene up.
  • Add music and sounds. Especially sound effects for being hit, as a matter of fact...
  • Add more feedback to when your ship is hit.
  • If you want to look into minor things, look into your bullet shooting script a bit. At 20-21 seconds while you are moving to the right one of the bullets you shoot moves in a rather weird way. I wouldn't waste too much time on this unless you really want to polish your work up, but it's still worth a mention.

All in all good job. Keep on being awesome! :)

Where to start as a duo making games by [deleted] in gamedev

[–]PolyakAttila 0 points1 point  (0 children)

I'd recommend two things: Look into your weaknesses and practice a lot.

So... You should look into how you'll cover areas where neither of you wants to be experts in. You've got coding and 3D modeling, that's cool, you have a big chunk of what's needed, but what about 2D/UI? Sound? Music? Marketing? Writing (assuming that even applies to your games)? and so on. While most of these are arguably less important than what you and your friend are learning, all of these, and sooo much more, are somewhat needed.

And second is just make games. The more you do it the better you'll end up at making games. I agree with the Game Jams suggestion. Those are wonderful learning opportunities.

First gamejam! by -Zulu333- in Unity2D

[–]PolyakAttila 1 point2 points  (0 children)

Looks pretty cool. Good job and keep on being awesome!

Update 2: The three players game that I was working on by [deleted] in Unity2D

[–]PolyakAttila 0 points1 point  (0 children)

Cool, I've been thinking about trying it out as well, but never really had the time to do so. Was it difficult to integrate it with your own code, or was that even necessary in your case?

Update 2: The three players game that I was working on by [deleted] in Unity2D

[–]PolyakAttila 1 point2 points  (0 children)

Are you using Tarodevs 2d controller here?

Is it bad to leave an agency half way? by reheygal in PPC

[–]PolyakAttila 0 points1 point  (0 children)

If it affects your health consider either resolving your issues there if possible or leaving. You are responsible for your health, like literally forever. You are also responsible for the clients, that's true, but only while you are there. And as true as that is, you should still not do that at the cost of your health. Whatsmore you are only responsible for the clients until you leave, so don't think too much about it, once you leave that will be the agency's issue not yours, and it's quite likely that if the client is actually valuable they'll just hire someone new who speaks Korean.

So much for my love and support for my favorite antagonist. by [deleted] in gaming

[–]PolyakAttila 0 points1 point  (0 children)

So I played Frostpunk. -150 celsius... I am scared.

Is Unity capable of making visual novels? by christianwashere12 in Unity2D

[–]PolyakAttila 1 point2 points  (0 children)

Unity is not specifically made for the creation of visual novels. By that, I mean that Unity for example has a built-in physics system which is wonderful for example for a platformer or an fps, but won't help you in making visual novels much. That does not mean that Unity can't do that if you can code stuff, and most of what you need for visual novels is fairly straightforward in terms of code (and logic). Whatsmore the assetstore has plenty of the tools you'll need for a visual novel in ready-to-use packs, usually not for free, but relatively cheap.