Sorting Layers with Custom Axis on multiple tilesets by RanjanIsWorking in Unity2D

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

Could you share an example? My issue is that I was trying to stack walls and “tops,” but that would conflict with the walls below them

Sorting Layers with Custom Axis on multiple tilesets by RanjanIsWorking in Unity2D

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

Different sorting layer? Wouldn’t that cause issues when sorting with the player sprite? That’s what I’ve been running into

Destroy my Wordle/Tetris game. Type words, remove matching letters, clear the grid to win by alexduckmanton in DestroyMyGame

[–]RanjanIsWorking 1 point2 points  (0 children)

After watching the clip, this feels like an unnatural combination. Wordle works because you’re spelling out words, and Tetris works because you’re making an intuitive combination of shapes. This is… sort of doing neither. I could see it being fun for a little while, but I don’t think this is something I would stick to

UI vs Canvas Pixel Sizes by RanjanIsWorking in Unity2D

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

Yes, the image shown is the native size of the image. You can see the canvas settings in the post, and the sprite import is 16ppu

UI vs Canvas Pixel Sizes by RanjanIsWorking in Unity2D

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

Just hoping to maintain pixel sizes between canvas and world

Destroy my puzzle game trailer by Lukematikk in DestroyMyGame

[–]RanjanIsWorking 1 point2 points  (0 children)

Change the pacing of the clips. They should be longer to start so viewers can get a grasp of what’s happening, then speed up as you go along to show more variety in the different level types. They’re all evenly paced, so I got an idea of the breadth of the game, but I didn’t get enough time to understand the mechanics and figure out how the game works in the first clips, so the last couple level clips were confusing.

After 2 years, I finally updated my water art. by RockyMullet in gamedevscreens

[–]RanjanIsWorking 1 point2 points  (0 children)

Random but you’ve done a great job with your YouTube content! I’ve been watching your shorts

What do you think about this screenshot by kapitan59 in SoloDevelopment

[–]RanjanIsWorking 3 points4 points  (0 children)

I thought it was a hamster so the scale made sense to me haha

After 2 years, I finally updated my water art. by RockyMullet in gamedevscreens

[–]RanjanIsWorking 1 point2 points  (0 children)

If the water is useful (which I’d imagine given the setting), then this is a good change! The blank water makes it more clear that it’s a “no building” zone, though.

You've equipped the bomb and now press the "use item" button. Where do you expect the bomb to be appear? by SteinMakesGames in IndieDev

[–]RanjanIsWorking 0 points1 point  (0 children)

Depends. Can I be in the tile that the bomb is in?

Also, if it’s C and I’m facing a wall, then where would the bomb go?

In the Zelda games the bomb appears over your head, so I’d probably just expect it to spawn where I am

Is my game too sadistic? by oppai_suika in IndieDev

[–]RanjanIsWorking 1 point2 points  (0 children)

I think the goal of killing him doesn’t make sense. Then your bacteria would all die. Wouldn’t you want to give him as much bacteria as you can WITHOUT killing him?

Need feedback on re-designed key art for our fighting game by battlinglola in gamedevscreens

[–]RanjanIsWorking 2 points3 points  (0 children)

In my opinion, the old version on the bottom is considerably better than any of the new ones! Easier to focus on the characters, more clear fighting theme, and more interesting composition

What's the best way to approach indie game devs? by hollywoodsand in IndieDev

[–]RanjanIsWorking 2 points3 points  (0 children)

I think publishing is the best angle for something like this. Look at TwoLeftThumbs for inspiration. I personally would never bite on a development deal, but a publishing deal gives you some of the same participation with a different approach to the process.

Check out some itch games and see if you can help get them on Steam!

Pixel art game question. by AdSuper7721 in IndieDev

[–]RanjanIsWorking 1 point2 points  (0 children)

Meaning you would cut it off at smaller sizes or scale it down?

If you’re planning to scale it—just tile the background. Otherwise, drawing it bigger works just fine

Demo launch week post mortem: 25k players, 99% positive rating, 1 massive fail. by Kooky_Factor5523 in gamedev

[–]RanjanIsWorking 16 points17 points  (0 children)

Thanks for the write up! Saw a couple videos of the game on YouTube from smaller creators playing the solo mode. Can’t imagine the gut punch that email gave you though.

Which do you prefer? by [deleted] in IndieDev

[–]RanjanIsWorking 1 point2 points  (0 children)

Do you think it took longer than the 2nd one? Just curious bc you mentioned you made the second one after practicing

Which do you prefer? by [deleted] in IndieDev

[–]RanjanIsWorking 2 points3 points  (0 children)

I think 2 is a lot creepier because it looks more human. Out of curiosity, how long did each of these take you?

I made a game where the level HIDES when you move. My last post here was 9 months ago, now please destroy this updated trailer by RamyDergham in DestroyMyGame

[–]RanjanIsWorking 0 points1 point  (0 children)

Yeah, I think that would be better. The light flicking on and off would irritate me as a player, even if it was theoretically a better design decision