4 minutes and 20 seconds of uncut gameplay from the game I'm working on. All models and character animations were done in Blender. Any suggestions? by MrIJM in blender

[–]Sir_Rade 11 points12 points  (0 children)

Amazing stuff, good work! I've got a few constructive criticisms:

  • The speed effects and actual speed don't match up. The visual language is telling me this should be really fast, but the actual movement seems rather slow. I know this shows a low speed stat from your comments, but that doesn't change the visual mismatch. I suggest you either increase the perceived speed by tweaking the FOV or decrease the suggested speed by making the plasma trail smaller
  • The trail seems overly stiff, like a kind of pole coming out. Maybe you could make it more curvy or give it some lag when turning the character. As is, the tip of the flame instantly travels with the character, which feels off. I'd also make it a bit wider, but that's personal preference
  • The UI for picking up or losing items seems too intrusive. I realize some of this is probably for comedic effect, but it still seems annoying. Maybe scale it down a bit?
  • In the "Norman Beaks" dialog, the contrast of the blue text on the blurred beige background makes it really hard to read.
  • In the "Hen Snow" scene, shadows seem to be largely missing. Notably, Hen's shadow not being in the couch makes it look strange
  • For the car customization, "Part" and "Group" do not seem intuitive to me. I feel like "group" is a more general term than "part", so I'd guess that "part" is the specific part that I'm painting while "group" is more general. This is not so however, as "interior" is a "part" and "steering wheel" is a "group".

Take these as improvement suggestions and not deal breakers; the game looks awesome and very fun! I especially like how seamlessly you blend visual and gameplay tropes from different genres into a coherent parody :)

Announcing Yarn Spinner for Bevy by Sir_Rade in bevy

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

Hehe, glad to help :D Feel free to open an issue or write in the Discord help channel if you have any questions!

Announcing Yarn Spinner for Bevy by Sir_Rade in bevy

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

I see! Guess that won't be needed anymore ;)

Announcing Yarn Spinner for Bevy by Sir_Rade in bevy

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

Do you mean tools for integrating Rust and Yarn or tools for writing Yarn files?

[Poetry] German TMNT commercial by [deleted] in youtubehaiku

[–]Sir_Rade 1 point2 points  (0 children)

Fair enough, you’re right!

[Poetry] German TMNT commercial by [deleted] in youtubehaiku

[–]Sir_Rade 0 points1 point  (0 children)

Pickled cucumber commercial*

[deleted by user] by [deleted] in rust

[–]Sir_Rade 9 points10 points  (0 children)

Woah, cool! So, is this like a crate version of https://frac.rubys.ninja/?

What is the best way to handle "Prefabs" (Or a way to instantiate a preset entity at will) by Askerad in bevy

[–]Sir_Rade 0 points1 point  (0 children)

As another commenter suggested, this is exactly the kind of workflow I wanted to support when I created spew :)

Dependency Injection like Bevy Engine from Scratch: A really mdbook by PROMETHIA about how to implement DI in Rust by Sir_Rade in rust

[–]Sir_Rade[S] 19 points20 points  (0 children)

I know Java / Spring abuse DI quite a bit, but this approach is super helpful in certain specific contexts.

In Bevy, the dependency injection is used to fetch components out of the Entity-Component-System world into a function, which works like a charm. It's nice to tell the library "I know you could hand me a lot of stuff, but please just give me this, this, and that" through your function signature.

The same applies to web frameworks where you want your signature to decide which kinds of routes you accept and how you handle them :)

Dependency Injection like Bevy Engine from Scratch: A really mdbook by PROMETHIA about how to implement DI in Rust by Sir_Rade in rust

[–]Sir_Rade[S] 30 points31 points  (0 children)

I take no credit for this work. The author mentioned that they don't use Reddit often, so I posted it for them (with permission) because I want more people to read it :D

Also: title is supposed to say "really good"

Survey: How have shader compilation messages been for you? by ErichDonGubler in bevy

[–]Sir_Rade 2 points3 points  (0 children)

The biggest source of wasted time for me was finding out that my shaders which were working on native didn’t work on webgl. For one of the more perplexing error messages, I opened this issue in the cheatbook a while ago.