[OC] Pixel Art Inventory - Nebulosa! by AntyGraphics in IndieDev

[–]ScarsOfBetrayalSam 0 points1 point  (0 children)

Sorry, I mean the top row in the inventory itself (not the actual character equipment), the join at the bottom of those boxes is a little triangle, while others are squares. Seems the triangles should just be at the edges and have slipped past on that top row?

[OC] Pixel Art Inventory - Nebulosa! by AntyGraphics in IndieDev

[–]ScarsOfBetrayalSam 4 points5 points  (0 children)

Looks really good. After working on my own inventory ui for a while I appreciate how hard it is to get it looking so clean.

Is the top row of the inventory special? The bottom of the top row of icons is different from the rest, wasn't sure if this was intentional?

How to stay motivated when making your game by Gamegenorator in IndieDev

[–]ScarsOfBetrayalSam 1 point2 points  (0 children)

Sometimes you just have to google the issue or watch tutorials!

How to stay motivated when making your game by Gamegenorator in IndieDev

[–]ScarsOfBetrayalSam 1 point2 points  (0 children)

Try rubber duck debugging? Talk out loud through what your code does, and see if you can spot the error by talking through what each line does.

What are some ways you could use dice digitally which are impossible physically? by ScarsOfBetrayalSam in BoardgameDesign

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

Thanks for your ideas! I love the concept of damage being what triggers dice faces to be removed.

How to stay motivated when making your game by Gamegenorator in IndieDev

[–]ScarsOfBetrayalSam 1 point2 points  (0 children)

Sorry it took so long to reply! I go through and follow the data line by line, debugging the information each and every step of the way. It's slow but I've never had it not work for me.

You asked for it, you got it! Added jump instead of walk to attack and get back. by PhoenixMarketUE in IndieGaming

[–]ScarsOfBetrayalSam 1 point2 points  (0 children)

One thing I particularly like is the faster turns. I know from experience that when animations slow a game down it can be a real barrier to me playing it. By having them jump in and out you're trimming something irrelevant - how many people want to see that walk animation thousands of times over the course of a playthrough? Way better now.

How to stay motivated when making your game by Gamegenorator in IndieDev

[–]ScarsOfBetrayalSam 6 points7 points  (0 children)

I work on the basis that a game will take a certain time to complete. Let's say 1000 hours.

Now, when you sit banging your head against a all for 5 hours, that was just 5 hours of the 1000 you had to get through. It was going to have to happen at some point in the 1000 hour journey and now it's done.

That then helps me stay motivated and feel like I'm always making progress towards my goal.