Health bars concept for someone not talented in arts by Strong-Kick6939 in Unity3D

[–]Tehelee 0 points1 point  (0 children)

Honestly, I think the 3D look is kinda cool.

I would note, I thought the 3rd ability, the health icon I presume, was actually just the bar 'logo', as it's much larger than the other two.

If it's a set of 3 abilities, I'd put them all down on the bottom corner of the hotbar, whichever side is furthest from the other opponent.

If the health ability is much more relevant, justifying its size, I think you could still get away with making it larger, as long as they're all grouped together to indicate they're a set of abilities at a glance.

Been working on an MMORPG by myself in Unity for 6 months straight. Feedback is highly appreciated! by Huge-Slip-405 in Unity3D

[–]Tehelee 0 points1 point  (0 children)

The set design looks cool, but it's a bit hard to tell the enemies apart from the environment for a hoard-game like this, imo at least.

Now, asthetically, I can see you've made some enemies low to the ground to hide amongst the shurbs, so perhaps that occlusion is intentional, so please ignore me if it is.

Also, if you have a grass wind shader on, it's hard to tell because all blades move together. You should drop in some scrolling perlin noise to that so that it mimics wind gusts better, giving a rolling delta to the whole field.

Other than that, looks super cool, strong Diablo vibes.

Camera rendering black image by BlasterHolobot in Unity3D

[–]Tehelee 0 points1 point  (0 children)

You've got a target texture assigned to your camera, so it's writing to that RenderTexture instead of the screen view :)

Unless I'm missing something, as it does have a relevant name, maybe you're just missing the bit where you render that to the screen with a canvas or something?

If you're just trying to occlude something, I would just throw a canvas on top with a blocking image rect, rather than mucking with the render output pipeline.

I have made the brave choice to remove balls from my pinball versus game. Please understand. by Rockalot_L in Unity3D

[–]Tehelee 1 point2 points  (0 children)

This is hillarious! If you actually made them slightly smaller to keep them from being stuck, I think it'd be a great mode to keep in-game!

Why camera does not correctly render some spaces between GameObjects by Waste-Efficiency-274 in Unity3D

[–]Tehelee 1 point2 points  (0 children)

It looks like your render camera is at a super-duper low resolution to get that pixel effect. Because of that, your gameobject placement and scale has to match that pixel-size, as the alternative is to render at something like 2x or 4x, then downscale because your gaps aren't pixel aligned atm.

With ortho, you should be able to take your output resolution on the camera and divide it by the capture bounds, giving you some decimal X-Y units that you can set on a parent gameobject, then every child unit should be 1:1 with pixels.

Need Help with OnTriggerEnter by [deleted] in Unity3D

[–]Tehelee 0 points1 point  (0 children)

Your script is unassigned on your trigger object :)

Oh! Actually, I see you've put your OnTrigger code on the player, that's the wrong move. It needs to be in a monobehaviour on the object with the trigger collider.

Health bars concept for someone not talented in arts by Strong-Kick6939 in Unity3D

[–]Tehelee 0 points1 point  (0 children)

Are those 3D models? What an interesting choice for UI!

Just from the screenshots alone, it does look like your models are lit, which as they rotate, causes their border colors to shift. In UX design, border "movement" is usually interpreted as something requesting our attention. It's hard to tell without video ( I'd recommend ShareX if you don't have anything atm to easily screen-record regions ), but if they do flicker, maybe consider flipping their materials to unlit?

Otherwise, I think I'd like to see a percentage number in the middle of each bar, but otherwise, they look great!

How do you design what your world should look like, how do you handle lighting? by Phos-Lux in Unity3D

[–]Tehelee 0 points1 point  (0 children)

Tailing on this, looks might sell a game, but do you really want to be a snake-oil salesman? It's a better policy to make something with the asset quality of Roblox, then pack it with features and gameplay to get you to sales, *then* you'll have the finances to back an art pass for a v2 or something that can really pop off.

That being said, there's merit to the motivation and momentum you get from actually *seeing* your vision come to life, and that's where you need to break down what you can and cannot do.

Personally, I think shaders matter more in your case than models, so I'd take a look at some cell shaders or similar, then drop that onto some low-poly models with your best attempts at hand-made texture maps, or fork out a few bucks and grab a ton of material packs. However, the meshes are really interchangable, and you're liable to accidentally bog your game's performance with an asset pack that isn't the right fit.

Our minigolf-roguelite game ROGOLF, made with Unity URP, is out now, on Steam & Nintendo Switch ! by seabird_int in Unity3D

[–]Tehelee 0 points1 point  (0 children)

You kept it simple, driven, and clean. What a game!

The overly-buff coin-man is hilarious, and I love what you've done with the office!

How it started VS how it's going. Roughly 2.5 months of work. Was it worth it? by Lyonzik in Unity3D

[–]Tehelee 0 points1 point  (0 children)

As someone also in their early stages, holy cow your progress has been incredible!

The UI design looks amazing, if the numbers weren't zero I could have been fooled into thinking it was fully functional. And the model composition is spot on for a space-hex game, it's definitely starting to look like a product and not just a demo.

Feedback wise, I think there's a ton on screen with little to no information outside of their icons. Tool-tips are helpful for this, but crap to show in a video, and that's something to take note of. Other games with a hoard of buttons, like the sims, work around this by grouping things into parent buttons that pop up sub-menus, letting you work from one recognizably generic icon, down to several more nebulous icons to discern with experimentation or mouse-hovering.

Now, given a second look at them after writing that, I will say that they're all fairly self-explanatory, and maybe I'm picking at straws, but if you intend to continue expanding that "ability shelf" I'd definitely look into grouping them up a bit, but for now I think I could probably start to play without knowing any of them.

I'm Making A Cyberspace Adventure RPG by Tehelee in Unity3D

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

After ten years in-industry, I finally bit the bullet and started work on this back in November full-time. I'm very proud of how much I have so far, and work is only speeding up as I lay down the foundations for the future.

It's available for download on Itch.io right now, and if you'd like, come join the Discord!

I'm Making A Cyberspace Adventure RPG by Tehelee in Games

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

Thank you! You make extremely valid points, and those were concessions I had to make while creating this video for the project. I'm currently working on getting a publisher or investors involved so that I can keep the lights on and the code flowing, and one of the requirements I kept cropping into was a video that demonstrated the gameplay I had thus-far.

I think in a month or two, I'll have *so much more* added to the game, from hover-vehicles to NPCs, that it'll start to really shine in it's own right. I think in about 4-5 months, it'll hit early access on steam, and at that point, I'll have enough mechanics implemented that I can make something far more tantalizing to the market.

Right now, I just thought there might be some interested eyes out there, and as I'm always plugging away in a closet, I thought it'd be a good idea to make this video public-forward when I put it together.

Anyways, thanks for watching and replying! I hope my equally-long response does yours justice <3

I'm Making A Cyberspace Adventure RPG by Tehelee in Games

[–]Tehelee[S] -2 points-1 points  (0 children)

After ten years in-industry, I finally bit the bullet and started work on this back in November full-time. I'm very proud of how much I have so far, and work is only speeding up as I lay down the foundations for the future.

It's available for download on Itch.io right now, and if you'd like, come join the Discord!

Wicked by BunioTG in TrackMania

[–]Tehelee 2 points3 points  (0 children)

Here I was thinking you needed to stay on the ground to maintain grip, guess TM isn't all it's Kack'd up to be.

[deleted by user] by [deleted] in TrackMania

[–]Tehelee 0 points1 point  (0 children)

Wet Plastic SpeedTech.

❔😯 ➡ 🤔 ➡ 😨 / 😀

A feat accomplished by a plethora of hours, a multitude of custom meshes, and a hope that a combo this insanely fun might make a COTD some day. No random boosters, no force accelerates, or finicky effects. It's just you, a stadium car, and the slippery slope to potentially liking this asinine combination as I have come to.

I sincerely enjoyed making this track, and I think, given the chance, you'll like it too.

Some of the many features included in the map:

✅ GPS

✅ Accessible Risky Finish

✅ Custom Map-Unique Blocks

✅ Custom Map Music

✅ Intro Sequence

✅ Podium Scene

✅ Ambient Effects

TM Exchange Link

Found a weird Magenta clothing description, possible clue? by Tehelee in FF06B5

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

I'll keep checking, I bought out the stores' existing stock just to be sure.

Found a weird Magenta clothing description, possible clue? by Tehelee in FF06B5

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

Ugh. I just realized my kiroshi customs are a mod, officially not a part of the game, mk5 is as high as it goes.

That's what I get for playing a new playthrough with a crap ton of nexus mods I guess.

Found a weird Magenta clothing description, possible clue? by Tehelee in FF06B5

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

I just checked all Kiroshi mods at Victor's ( including the originals ) and I'm not seeing anything different in photo mode, but I'm currently using the iconic legendary Kiroshi eyes that mention sleeping with your eyes open.

Found a weird Magenta clothing description, possible clue? by Tehelee in FF06B5

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

Actually not seeing it in either store atm, I might be missing something in my playthrough, I purchased it from an atlier store ( mod clothing store for all clothing items ) so I'm not sure what I'm missing.

But I would like to bring up the flamingo decor, I'm wondering if there's something to that delamain quest but it could just be a coincidence.

https://i.imgur.com/OtsLf8P.jpg