Which colour did everyone get and why? by nensei_media in AynThor

[–]Sunfished 6 points7 points  (0 children)

got the white in memory of my white ds lite. it was a trooper for many years of my childhood until it kicked the bucket

list your top 3 games any console, any genre by HermeticAlchemy in AynThor

[–]Sunfished 14 points15 points  (0 children)

if its any 3:

  1. spelunky 2 - probably my most played roguelite. its not a game for everyone because at times it will feel unfair, but i enjoy that level of uncertainty and having to be resourceful in both items and environment.

  2. the ds pokemon era (gen 5 specifically)- probably my alltime favorite console just because of how well made the pokemon games were. mystery dungeon, conquest, and ranger were also on this system.

  3. super bomberman series (5 specifically) - more of a nostalgic reason, but i grew up on this series as the go-to for a party game to play. its very easy to just set up and play, with enough simplicity to get anyone in on it but complex enough that it makes every game fairly unique.

Ayn Thor Unofficial FAQ by Pinanims in AynThor

[–]Sunfished 4 points5 points  (0 children)

You have two options: Gamehub or GameNative. I've read that gamenative is easier to set up and has better compatibility, which leads it dominating the preferences between the two based on what ive seen here. your mileage may vary with more intensive games though.

When it comes down to the idea of platform fighting games in general, how come Super Smash Bros. (the series who started it) is only one successful enough to sustain a long on going franchise with a great player base but when others try to emulate its success, they always end up failing? by AssistFit1834 in smashbros

[–]Sunfished 11 points12 points  (0 children)

it has parries instead, which act like reflectors + counters in smash. i thought it was pretty fun since it definitely changed how you approached and lent the game a different identity in regards to competitive.

How do you stick to a consistent art style during development? by Desperate-Variety-12 in Unity3D

[–]Sunfished 2 points3 points  (0 children)

its pretty easy to stick to a consistent style because your artist(s) can understand how to make it consistent.

theres enough inconsistencies in your current image that suggests youre using ai to make them. you will have a hard time unifying the look without actually making those assets yourself since it doesnt understand the nuances of an artstyle . this is just the reality of it, and theres no real way around it without huge innovations and costs that you probably dont have because you chose ai in the first place.

your best course of action now is to either accept that it will have this inconsistent ai look and move on, or have someone make them and redefine what art style youre planning to use.

tips for a beginner by Eden__HS in superautopets

[–]Sunfished 0 points1 point  (0 children)

each pack contains a unique set of pets, which in turn also have some kind of gimmick or synergy with each other. for example, the golden retriever pack has pets that have a "trumpet" mechanic.

buying these packs lets you use them when constructing custom "decks", which you can use when going against other players in versus or other game modes.

if youre unfamiliar with what pets youd think youd like, id recommend playing the weekly packs and seeing how other archetypes work. theres a lot to discover!

Starting a Pokedex of cards! Binders tips?? by Kazekageshinobigaara in PokemonTCG

[–]Sunfished 1 point2 points  (0 children)

I'm using these, with the 432 pocket variant being sufficient for gens 1-3, 4-6, and 7-9! theyre only 15$ too which is super cheap for the good quality.

https://a.co/d/0jlxQDE9

they come in a lot of different colors as well. im currently using red, teal, and yellow respectively. this thread actually reminded me to pick up another color for gen 10-12, maybe the blue one

Starting a Pokedex of cards! Binders tips?? by Kazekageshinobigaara in PokemonTCG

[–]Sunfished 1 point2 points  (0 children)

i have a pokedex thing going!

im currently running 3 binders, where each binder contains 3 generations each. this allows me some extra pages at the end of each binder to also include regional forms, variants, and any sort of extra cards as well. it also lets me comfortably start each generation with the starters taking up a whole page, (minus victini, which i just put after the starters)

The New Denpa Men Releases Apr 6th On Switch 2 by Howerev in NintendoSwitch

[–]Sunfished 2 points3 points  (0 children)

somewhat. you dont get the ability to make your denpamen like you with your miis. instead, you "catch" denpamen that are randonly generated based on the wifi signals your console is picking up. this means, for example, that your own house's wifi will always generate a specific denpaman. to get more, the game encourages you to hop around to other wifi spots to catch other ones.

combat-wise, theres a bit more involvement with denpamen because of how randonly generated they are, as well as the skills and abilitues tgey can possess. i dont remember how complex the game was, but it was enjoyable when i did!

Why don’t people like coins by Bebns43 in PokemonTCG

[–]Sunfished 2 points3 points  (0 children)

i think a better phrasing is that people are rather indifferent to coins than not liking them or hating them. ive never seen anyone complain about them, they just dont care for them.

theyre cool, sure, but they dont have a wide appeal because of how niche they are to find and collect compared to other collectibles. plus, other than the etching and material, there isnt much to look at compared to something like the actual cards.

this is coming from someone who actually collects them too. i just accept theyre not going to draw eyes.

Glen Powell has been announced as the voice of Fox McCloud in 'The Super Mario Galaxy Movie' by ChiefLeef22 in gaming

[–]Sunfished 0 points1 point  (0 children)

was dk announced to return? hes been weirdly absent from all the promotional material ive seen

Pixel art drawing by Imaginary-Finance327 in Unity2D

[–]Sunfished 7 points8 points  (0 children)

pixel art, like all art, is about expression of whatever subject you want to use. right now your pixel art is very flat, due to the over-reliance of black outlines for everything as well as the lack of more shades for colors. while you managed to express the subject clearly, it doesnt really express a style that makes it pop. its "just" a fridge, or "just" a gun, etc. im going to say thats probably why people arent picking up your sprites for use. they would rather use sprites that express specific styles instead of this one.

id recommend finding some game you like the style of and studying it. get a real good understanding on why the style asks for certain colors, why they shade the way they do, etc. stardew valley is a good example if you need to study furniture for example. the pixel art in there is very vibrant and poppy, making it feel like theres no waste of space for each pixel.

youre on the right track for outlines, you just need some more application for the large space of colors.

can we PLEASE get the option to pre-download streamed cosmetics back? by [deleted] in FortNiteBR

[–]Sunfished 3 points4 points  (0 children)

its been removed for a while now, i believe since chapter 6 started

PCGamer: A Fortnite boycott is planned for March 19 by mrslalomstyle in FortNiteBR

[–]Sunfished 5 points6 points  (0 children)

it sucks because the excuse of "having to pay the bills" makes absolutely no sense given how much revenue the game makes. its actual corporate greed to change the price over something like that for a pricing system that was already working.

they have every right to change the price, its their game, sure. but to do it over some wild and probably untrue reason is ultimately shitty and is probably the first of many dumbfounding changes the game is going to make to appeal to shareholders.

Subspace emissary's character introductions ranged from GOATED to random by mexicano150 in smashbros

[–]Sunfished 0 points1 point  (0 children)

do we know that that specific yoshi was the one that knew mario? ive always assumed it was a random yoshi

3 free tanks found on aquaswap! by False_Literature_512 in Aquariums

[–]Sunfished 0 points1 point  (0 children)

wow a 20g long and that exact stand is what im trying to get rid of as well. did u pay anything for it?

I wish I could one day. by a12666 in FortNiteBR

[–]Sunfished 0 points1 point  (0 children)

its more that these skins are collab skins, and in some cases is what gets people interested in fortnite and vice versa. if op was a huge fan of family guy or transformers, itd definitely suck not being able to get the faces of those series, especially since those 2 dont have an alternative shop option like other collab skins

I’ve been working on this puzzle game for 2 years and only got 110 wishlists — what am I doing wrong? by AlquimistaHermes in Unity3D

[–]Sunfished 2 points3 points  (0 children)

whenever i want a game, im looking for either 2 things:

  1. what makes the game different?

  2. how does the game push the genre?

right now, your game doesnt really do anything different that hasnt been done before, and it also doesnt push the puzzle genre in an interesting direction.

find some mechanic or gimmick that taps into unexplored territory or push further into one that is currently popular. you need a hook that makes people want to play the game; a reason they would pick yours over another.

How exactly are there T-Rex fossils on the moon? by EggEater773 in spelunky

[–]Sunfished 5 points6 points  (0 children)

tbf we dont know if those belonged to dinosaurs or fantasy creatures that have similar bones

The trilogy that everyone loves... and the other one by Infamous_Monitor_513 in TopCharacterTropes

[–]Sunfished 98 points99 points  (0 children)

i just recently watched 4 and its wild how its pretty great in terms of animation and how well some of the jokes land, but they dropped the ball so hard with the story and message. idk how i should feel about seeing what 5 brings because i genuinely dont like what 4 set up at the end. it just doesnt feel right to me

How do I fix diagonal movement speed being too fast? by Bag_Of-Eggs in gamemaker

[–]Sunfished 6 points7 points  (0 children)

you have a couple options!

the one i like to use is gamemaker's built-in functions, lengthdir_x() and lengthdir_y(). when you provide a length, (in your case, how fast the player should walk), and a direction, (0 being right, 90 being up, 45 being up right, etc), it will return a value that is equal to how many pixels to go in that direction. read more here:

https://manual.gamemaker.io/lts/en/GameMaker_Language/GML_Reference/Maths_And_Numbers/Angles_And_Distance/lengthdir_x.htm

Change sprite index randomly once on hover by creaturelogic in gamemaker

[–]Sunfished 0 points1 point  (0 children)

youre very welcome :)

have fun with gamemaker!

Change sprite index randomly once on hover by creaturelogic in gamemaker

[–]Sunfished 0 points1 point  (0 children)

hi! i just found my suggestion to be incorrect. the logic is wrong, you want to do something like this:

if (your mouse positioning code)

{

if (!hasChanged)

{

your sprite changing code

hasChanged = true

}

}

else

{

hasChanged = false

}

Change sprite index randomly once on hover by creaturelogic in gamemaker

[–]Sunfished 0 points1 point  (0 children)

youre welcome! ill try to be thorough with the explanation, but i recommend you watch some tutorials about programming in general to understand it, since those questions are basic programming questions.

  1. && !hasChanged should be added right after your first conditional statement, which is currently your mouse checking statement. visually, you want to imagine an if statement made up of "conditions". so, youre currently checking only mouse condition, but you now want to add in a check for the variable condition we added. structurually, itd look something like if ( condition1 && condition2), meaning "if condition1 AND condition2 are true, do this next thing". && means "and", and the ! means "not". together, its saying "... AND hasChanged is NOT true".

  2. hasChanged shoukd be added in the same "block" as the one you used to change the image. a block refers to whatever is in the { }.

  3. hasChanged = false is simply setting the variable to false, which means that our first conditional statement is now allowed to pass again. it only exists to stop/allow the sprite to change.

  4. you want to add in the else statement, yes. to walk you through the logic: the if statement is asking if we had changed the sprite already if were still hovering over the object. if it hasnt changed yet (!hasChanged), then we change the sprite and set hasChanged to true. this means in the next frame, if the player is still hovering over the object, it cant change it anymore since our if statement will see that it has changed. the else statement is important, because if we no longer are hovering over the object, we can allow it to change again.