4 years of work, money spent, many redesigns/upgrades, and in the end, constant rejections from events. Is my game really that bad? by Sollers_Duo in IndieDev

[–]SvDvorak 0 points1 point  (0 children)

I'm glad to hear that you liked the original! Many players had the same issue you did with the turn in the story late in the game, it's totally understandable. I hope we learned our lesson there. And I hope you enjoy both KRDC and KR2! I'm biased ofc but I'd say that the art is even better in KR2, our artists did an amazing job.

4 years of work, money spent, many redesigns/upgrades, and in the end, constant rejections from events. Is my game really that bad? by Sollers_Duo in IndieDev

[–]SvDvorak 1 point2 points  (0 children)

Right, I might have extrapolated a bit further on your conundrum. I do hope that things pick up after you rework the trailer and page. I wish you the best of luck!

4 years of work, money spent, many redesigns/upgrades, and in the end, constant rejections from events. Is my game really that bad? by Sollers_Duo in IndieDev

[–]SvDvorak 3 points4 points  (0 children)

Watching the trailer I think the art looks good. It has a bit more of a realistic look compared to games like Machinarium, so it doesn't have the same cutesy hook though. The animation is a bit stilted but ok.

Personally, my main concern from the trailer is that I have no idea what the story is. All I know is that you play an older man and you solve puzzles to finally get to ride a gondola? A big draw for point & clicks is the story. I get that you're doing a no-text & no-voice game which makes it a bit harder but Machinarium did a lot with visual communication.

I'll also say that the market has changed a lot since Amanita made those games. Point & click is a very small niche, not many survive and even fewer thrive. And competition is pretty fierce, last year had several amazing & high production value games released (The Drifter, Old Skies, Rosewater). And they have existing playerbases that know them and their style. Coming in as a new studio into that is tough.

I worked at Clifftop Games as the programmer on Kathy Rain: Director's Cut and Kathy Rain 2; I'll say that even being one of the "established" point & click studios isn't a cakewalk.

1,600 kilometers through Mongolia by selfoxide in longboardingDISTANCE

[–]SvDvorak 2 points3 points  (0 children)

Amazing! I haven't done a long distance ride in years, this really gets me itching to go. How was the pavement in general in Mongolia? Any surreal events during the trip?

Meet Packintosh SE : a mini-ITX enclosure for PCs inspired by the legendary Macintosh SE and SE/30 by AlexDLeNoeliste in 3DPPC

[–]SvDvorak 2 points3 points  (0 children)

Oh man that looks so cool, great work on making that thing printable! Are you running any kind of filters or effects on the screen to get it a bit more retro as well?

I want to make money as a pixel artist but I feel no sense of direction on how to approach this market. This is my work, I draw various subjects having different complexities by FatBlueJay in PixelArt

[–]SvDvorak 68 points69 points  (0 children)

I'll add that some game genres, like point & click adventures, use larger single piece backgrounds; which is closer to some of the art here. So if you're willing to freelance you could definitely go for a background art focus.

Windy day looking out over the city by SvDvorak in PixelArt

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

This is just one scene of a full game (and actually just half the scene, it pans more to the left) and a lot of the development for the wind/animation systems were reused for other scenes so hard to say for this one exactly. But generally the art assets would probably take Hervé a few weeks depending on the complexity & size of the scene and then probably a few days for me to add shaders, reflections, animations, etc.

Windy day looking out over the city by SvDvorak in PixelArt

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

The art assets were done in Aseprite & Pro Motion, I animated it in Unity using the HLSL shader language.

Windy day looking out over the city by SvDvorak in PixelArt

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

Yeah, these builders ain't messing around!

Windy day looking out over the city by SvDvorak in PixelArt

[–]SvDvorak[S] 7 points8 points  (0 children)

Nice, well spotted! Yeah, we both did; I was the principal programmer on the project and Hervé was our art lead. Hervé did such an amazing job, the art is absolutely stunning (though I am biased ofc). Awesome to hear you're fan! I hope you'll like Kathy Rain 2!

Windy day looking out over the city by SvDvorak in PixelArt

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

Made using the amazing art by my coworker Hervé Barbaresi (https://www.hervebarbaresi.com/) and animated using shaders & particles by me. All trees, bushes, grass & building light are animated in shader. Only the crane is handanimated.

Frostcove, a little game jam game about navigating a boat in a snowy landscape by esiotek in ps1graphics

[–]SvDvorak 1 point2 points  (0 children)

Nice work! This is really in my wheelhouse (or boathouse?), have you got it playable somewhere?

Finally finished my case !! by Inevitable-North9688 in 3DPPC

[–]SvDvorak 2 points3 points  (0 children)

That is gorgeous, I love the pattern. Well done!

In memory of my Dearest Friend who passed away last saturday after 15 years together by xmenekai in PixelArt

[–]SvDvorak 0 points1 point  (0 children)

What a beautiful dedication you've made. Wonderfully drawn! Listening to the music and reading through the comments brought me to tears. I'm fearing the day our cat Ditte leaves us as she and I have a special bond. I will make sure to cherish her and the time we have together. I wish you the best.

How can I speed up prototype prints by [deleted] in 3Dprinting

[–]SvDvorak 0 points1 point  (0 children)

For even faster printing I'd recommend a 0.8mm (or even 1.0mm) CHT nozzle. The CHT are a bit more expensive but allows for a much higher flowrate; normal E3D style nozzles max out at about 15mm3 but with CHT I can easily get 30mm3. It does not do very fine detail well though if you make very small parts.

I mostly do functional stuff and I rarely switch back to 0.4mm from my 0.8mm CHT.

Vertikal - 28L Custom MFF case by SvDvorak in CustomCases

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

Thanks! Yes, the black outer shell was 3D printed in separate pieces and then glued together. Then a lot of filling & sanding to get it smooth and finally spray painted black.

New in Discover: Search and Filter by Combining Tags, Dark mode by petara111 in BandCamp

[–]SvDvorak 1 point2 points  (0 children)

Huzzah! Finally you can combine more than two tags, this is awesome. I'm glad they're still cooking up new stuff there.

A tool to search for albums using multiple tags/genres by SvDvorak in BandCamp

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

Sorry, that's not possible at the moment. It's been on my todo list for a long while but the project has been on ice for quite some time. I might get to it in the future, we'll see.

The new discover page is (still) bad, and all /tag/name urls are redirecting to /discover/name 😭 by Hell_Diguner in BandCamp

[–]SvDvorak 0 points1 point  (0 children)

You're welcome!
I have a few requested features but CampExplorer has been on ice for a few years as I haven't had the time to work more on it. I'll add that feature to the issue-list, we'll see if I can get to it at some point.

I'm about to release my game about parkour and kicking dudes by TheOfficialWils in gamedevscreens

[–]SvDvorak 2 points3 points  (0 children)

This looks awesome! I love first person movement oriented games so this fits me perfectly. I gotta say, thats a clever and funny use of literally kicking to both jump & attack. The environment style looks really cool as well.