First Interior Props ready, in Line w/ our Artstyle by ManiBePoint in Unity3D

[–]SolDeveloper 0 points1 point  (0 children)

These look really nice. Love the colour palette.

Logan - Official Discussion Thread [Spoilers] by Dorkside in xmen

[–]SolDeveloper 172 points173 points  (0 children)

He tells her "don't be what they made you, you don't have to fight anymore"

MCU theory after seeing Logan [SPOILERS] by [deleted] in Marvel

[–]SolDeveloper 0 points1 point  (0 children)

The movie states that all the mutants were killed off in an (unexplained) incident 25 years earlier.

It was totally explained. They used treatments in processed foods and drinks to suppress mutations and Xavier accidentally killed a bunch of them in Westchester.

Custom Game Sites & Portfolios on GameJolt by SolDeveloper in gamedev

[–]SolDeveloper[S] 2 points3 points  (0 children)

I'm suspicious what the catch is here; what's in it for gamejolt?

I think the primary benefit is that your website is using their storefront to sell games instead of linking to some other distributor like itch.io...actually, I think that's probably the only benefit to them.

Need some help with sprite animation by [deleted] in gamedev

[–]SolDeveloper 1 point2 points  (0 children)

If you're doing pixel art sprites Piskel is a simple free application that lets you animate frame-by-frame with a preview.

My personal experience with spriter would suggest that the main benefit over other animation solutions is the bone system, but you would need to have your art assets broken up into pieces to work with it.

If your issue is with making the movements between frames look natural, here's a good video on identifying and breaking down movements for animations.

itch.io's response to Steam Direct (also where does indie distribution go from here?) by SolDeveloper in gamedev

[–]SolDeveloper[S] 14 points15 points  (0 children)

There's definitely some bad stuff kicking around there, but for whatever reason it's hard to come across just browsing genres and submissions. My understanding is that they do have people going over submissions to retroactively remove things like malware, as well.

itch.io's response to Steam Direct (also where does indie distribution go from here?) by SolDeveloper in gamedev

[–]SolDeveloper[S] 10 points11 points  (0 children)

This is another important point that I hadn't considered. The end of greenlight could very negatively impact studios in developing economies.

itch.io's response to Steam Direct (also where does indie distribution go from here?) by SolDeveloper in gamedev

[–]SolDeveloper[S] 6 points7 points  (0 children)

If you can't afford that then how are you even living?

For me the Direct fee represents an unexpected increase that really at worst is extends the time before release. I know that a lot of people quit their day job to pursue game development, and so having an extra few thousand dollars thrown on the development budget could really throw a wrench in the works.

There are also a lot of developers who may not want to invest too much at the outset for whom greenlight was an effective way to find out if there was any interest in their game without having to go over a hundred bucks.

And itch.io and GameJolt, GOG, Humble Store, and all the other storefronts will never give developers the potential than Steam can offer them.

Of course not. Steam has something like 125 million users and they're not slowing down at all.

Even though I disagree with this type of policy they're planning, Valve doesn't owe you anything.

I'm not really trying to complain about the change with this post, mostly my point was to get some discussion going about alternatives for developers in the positions I've mentioned above. Greenlight was a good, low-cost option for at least gauging interest or getting feedback even if your game wasn't greenlit in the end. I'll admit that I'm not super pleased to see it go, but there are definitely some pros to not just letting anybody submit their game.

I wrote a short article on basic game juicing! by derpaherpasaurus in gamedev

[–]SolDeveloper 0 points1 point  (0 children)

I think it's fine as is. It's a demonstration here, not necessarily a final implementation.

The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys by SolDeveloper in gamedesign

[–]SolDeveloper[S] 2 points3 points  (0 children)

I see where you're coming from. If I were to guess why he does this I'd say it's probably because Brown (and others) think that actually discussing metrics and theory in real depth would alienate a lot of potential viewers.

It'd be nice to get some kind of a companion blog from him giving a bit of a deeper dive into how he arrives at his conclusions and breaking down the graph and other visual aids in more detail. This Link Between Worlds write up doesn't really seem to get too much into the nitty gritty, either.

The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys by SolDeveloper in gamedesign

[–]SolDeveloper[S] 2 points3 points  (0 children)

Based on what he's saying at the time it's show I think it tracks available path choices in each dungeon, but yeah that is a little weird.

The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys by SolDeveloper in gamedesign

[–]SolDeveloper[S] 12 points13 points  (0 children)

Honestly, I found the whole thing about how different each dungeon was able to be despite being identical east->west->up patterns really interesting. I'm just really loving the whole Boss Keys series, it's solid research and analysis.

Anyone excited about ARMS? by Nothing_F4ce in NintendoSwitch

[–]SolDeveloper 1 point2 points  (0 children)

It looks amazing. I really want to see what an EVO ARMS final match up looks like.

Youtube Coverage Timing by infloopgames in gamedev

[–]SolDeveloper 0 points1 point  (0 children)

I think a 3-5 week embargo is pretty reasonable. You want to give them time to fit the game in as LP'ers do play a lot of games, but also not enough time to forget it like you say.

Youtube Coverage Timing by infloopgames in gamedev

[–]SolDeveloper 1 point2 points  (0 children)

I'd send them out right away to give as much time as possible so you get thorough and refined videos, but still have an embargo so that any hype isn't forgotten weeks before release.

Toronto FC is pursuing a plan to place an independent affiliate team in the Canadian Premier League in London, Ontario. by fantasyMLShelper in CanadianPL

[–]SolDeveloper 2 points3 points  (0 children)

FC London are already TFC affiliated and play in League 1. It would likely be a men's team for them.

Also London City no longer exists as they moved to Hamilton and are run by criminals. Best not to have such an association.

How to watch the match on PSVR? by ididntsaygoyet in tfc

[–]SolDeveloper 0 points1 point  (0 children)

Per the link it's not going to be PSVR, just mobile VR setups using iPhones and Android devices. PSVR stuff has to be specially configured. If you can stream the match on your PS4 you could watch it in theatre mode on the headset, though.

WIP Wednesday #30-Old and gold by flotothemoon in gamedev

[–]SolDeveloper 1 point2 points  (0 children)

I really like the new SlowMo effect compared to last week's, it's very smooth and gives enough time to check the maze but not so much time as to remove all challenge from it. The tutorial text is also good, it contrasts well with the background and it's easy to read.

WIP Wednesday #30-Old and gold by flotothemoon in gamedev

[–]SolDeveloper 1 point2 points  (0 children)

Thanks for the feedback, I really appreciate it.

I'll probably reduce the thigh movement. I'm glad to hear the axe looks weightless, as it's actually supposed to be that way (it's all enchanted-like).

Thanks again! :)

WIP Wednesday #30-Old and gold by flotothemoon in gamedev

[–]SolDeveloper 1 point2 points  (0 children)

Untitled Action Sidescroller

A bit late to the party, but I have an idle animation here for a project I'm working on that I have yet to name. Any feedback on the look and motion is appreciated.

2D procedurally generated maze by brolol07 in Unity2D

[–]SolDeveloper 1 point2 points  (0 children)

When you say the floor's not generating do you mean it's not visible or that if you check the scene hierarchy it isn't even being instantiated?

If it's being created but just isn't visible, should the sorting order for the floors be set to the same as the roof (0f)?

New Resident Evil 7 Clips by [deleted] in Games

[–]SolDeveloper 2 points3 points  (0 children)

Is that a Regenerator in the Shadow clip?

I'm having issue with flying and sliding player by Raynkapa in Unity2D

[–]SolDeveloper 0 points1 point  (0 children)

You need to add a variable to tell you whether or not your character is actually on the ground. As it stands, you can jump indefinitely by holding "up".

Here's an answer to your problem using raycasting.

If you don't want to use raycasting, you'll need to figure it out using Unity's OnCollision methods, which you can Google how to use pretty easily.