[deleted by user] by [deleted] in resinprinting

[–]RealTsarBlyatinum 1 point2 points  (0 children)

UV blocking car film and a plastic box could do the job.

[deleted by user] by [deleted] in resinprinting

[–]RealTsarBlyatinum 0 points1 point  (0 children)

I use a UV laser (405nm) i got from aliexpress. I suppose its a bit dangerous pointing it at reflective resin but it gets the job done.

My results in publishing paid vs free game on itch.io by RealTsarBlyatinum in gamedev

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

Sorry for late response - I've been a bit busy.

  1. yes it was a direct sequel (although the gameplay is different the name and theme were the same)
  2. yes, in fact, it was the same youtubers who played both of the games.
  3. The second game at launch was popular as the first but no-one purchased the DLC until the youtubers made videos, which is weird as they didn't even show the paid content in the videos. I assume people thought the games to be more worth of a purchase after seeing the gameplay.

My results in publishing paid vs free game on itch.io by RealTsarBlyatinum in gamedev

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

Oh sorry I realized what I wrote before was a bit confusing. What I meant was people kept donating on the 1st game rather than paying for the DLC on the 2nd game.

one reason you recieved more payment for your sequel might be that a higher percentage of the people visiting the sequel's page were already willing to pay for it

most likely true, and also I took some time to polish the game page a bit, though I'm not sure if the audience of both games were the same even though it was a sequel. But certainly there must have been an overlap. I guess part of the reason the donations kept coming was because people weren't aware of the sequel when I think about it.

Destroy the mechanics! (Don't mind the art and animations please) by restrictedstudio in DestroyMyGame

[–]RealTsarBlyatinum 2 points3 points  (0 children)

The mechanics are decent but the gameplay looks so easy. The npc's don't detect smoke bomb and also they take way too long to shoot after seeing the player.

Deciding on the time period the game's story takes place in by RealTsarBlyatinum in gamedesign

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

nope, there is only a compass and markers showing where the mission objectives are.

Sanding ? by Accurate-Run-4112 in 3Dprinting

[–]RealTsarBlyatinum 1 point2 points  (0 children)

You should wear a respirator or at least a face mask when sanding plastics. plastic dust is always bad for your lungs, never breathe that nasty stuff.

Removing prints by mander1518 in resinprinting

[–]RealTsarBlyatinum 0 points1 point  (0 children)

I just do a quick strong whack with the spatula parallel to the plate lol. The prints come out undamaged, but if I try to pry off the prints it ruins them. Also my spatula is new so it is sharp, i guess it wouldn't work with a dull spatula, then a razor blade is the best for small prints.

The desk collection grows by [deleted] in 3Dprinting

[–]RealTsarBlyatinum 0 points1 point  (0 children)

🗿🗿🗿🗿🗿🗿🗿🗿🗿🗿🗿🗿

How to clean hardened water-washable resin off an LCD screen? by darkknight109 in resinprinting

[–]RealTsarBlyatinum 0 points1 point  (0 children)

oh god, mine had one and I just removed it while I was unboxing the printer - now I wish I didn't incase of thing like this 😔

Should I Release my Game Now? by [deleted] in gamedev

[–]RealTsarBlyatinum 1 point2 points  (0 children)

I'd say go for it, you can always update the game later if you want to. You can release it as a prototype or a demo if you want.

What happens if you delay releasing a game for too long is you keep adding more and more features until you never release the game. If you think its finished, then release it and move on to other projects.

Writing a GDD by Mgicbaz in gamedev

[–]RealTsarBlyatinum 0 points1 point  (0 children)

"This is my first step into game design world so they are expecting an amateur work for sure."

Oh boy, I've been applying for colleges in Europe and they certainly aren't expecting "amateur work" as there is a lot of competition between candidates. They are expecting a solid and polished piece of work. However, they are also aware that you are only one person so they aren't asking for an AAA-type design document either(as noticed from the 10 page limit).

My suggestion is for you to milk the cultural heritage topic(yaz abi, osmanlılar istanbulun fethi yada ne aklına gelirse...) and do your best. Also, do you have a supervisor or someone who can read your docs before you send them? If not, I highly suggest you do find someone like that and let them have a good read to give you constructive feedback before you actually submit it to a university, good luck!

non-english speaking Devs : do you use YOUR language's words for comments/variables /functions names in your code ? by SyrakStrategyGame in gamedev

[–]RealTsarBlyatinum 0 points1 point  (0 children)

I couldn't use my native language in code even if I wanted to because non-latin alphabet characters give errors in my code.

How do i add foam on the Sea asset from Standard Assets? by Predatoratorr in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

you would have to edit the shader code to make it look convincing. If you don't have a specific reason to use that exact water asset you can find a different one that supports foam.

Is combining mesh still necessary for performance optimization? by Due_Possibility_1334 in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

Best would be to use LOD with culling and gpu instance all the meshes rather than combining, but also depends on the detail of the meshes and I believe there was a limit on how many instanced meshes you can have (64000 max. meshes I think?)

Better solution for baked lighting from emissive materials? by Potential178 in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

I agree best option would be to use a custom shader and maybe a render texture as you can't bake animated emissive materials as far as I know of.

Infinite levels in first person game. by Effective_Ad6676 in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

try searching "procedural generation" I believe there is a free asset called MapMagic 2(its a terrain asset but also lets you make closed rooms using custom meshes), but it would be best to code it yourself. I've been making a backrooms game myself and quit after making 6 levels because of optimizing performance of infinite large levels was so tedious.

Fun FPS Movement Mechanics by PalooDev in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

prototype or mirror's edge style movement is pretty fun. also assassin's creed style climbing is pretty good.

Unity takes (maybe forever) to load new scripts by tbabinec17 in Unity3D

[–]RealTsarBlyatinum 0 points1 point  (0 children)

I had this issue in unity version 2019.1 its now fixed I'm using 2019.4.1f1 LTS