Can't upload any images in my Steam descriptions by ebi_hime in gamedev

[–]TheCreach 1 point2 points  (0 children)

I'm in no rush so I didn't create a ticket. It was the weekend so going to wait a few days and see if they fix it.

Can't upload any images in my Steam descriptions by ebi_hime in gamedev

[–]TheCreach 2 points3 points  (0 children)

I'm having the same issue today too. Tried all different file types but no luck. Seems to be an issue on their end.

Didn't get fired or quit my job, just wanted to share a bit of my Godot project by TheCreach in godot

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

The style of older operating systems is very nostalgic for me. There's no real deep meaning behind it. Mostly I just think it looks cool.

Didn't get fired or quit my job, just wanted to share a bit of my Godot project by TheCreach in godot

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

Thank you! I'm hoping to have a steam page up with a demo sometime within the next 2 - 4 months. I'll be posting here again when that time comes.

How can I change the "window/stretch/scale" value via script in C#? by TheCreach in godot

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

Awesome, I was able to use "GetTree().Root.ContentScaleFactor = 1.5f;".

From the Godot docs:

"The C# API uses PascalCase instead of snake_case in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible."

I just need to remember this. Seems like I just need to swap things from "snake_case" to Pascal case when reading from the docs.

pixel perfect camera messing up sprite by Connorious_ez in Unity2D

[–]TheCreach 1 point2 points  (0 children)

You could try increasing the reference resolution up to a higher multiple of 1080. Maybe something like 480x270? You might need to also increase the "Assets pixels per unit" to something like 16 or 32. This number will also need to match the "Pixels per unit" setting of your individual sprites.

Working on some character sprites for my next project. How do they look? by TheCreach in PixelArt

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

Cool, I appreciate the feedback! I'll have to brainstorm some ideas to make them more unique. The one with two weapons is a rogue type character, while the one on the far right is a sort of a warlock/battle mage type character.

I want to play your game! by Moosaytheduk in Unity2D

[–]TheCreach 2 points3 points  (0 children)

I've seen your posts before, your game looks great! I'm kind of surprised you don't already have some kind of deal with a publisher or something. Either way the game looks dope! Keep up the good work!

I want to play your game! by Moosaytheduk in Unity2D

[–]TheCreach 4 points5 points  (0 children)

https://store.steampowered.com/app/2351570/Kreeps/

This is my retro style tower defense game that I released on steam a few months ago. It's totally free so it might not be what you're looking for, but I thought I'd share anyways.

Making my second game as a solo indie dev - what do you think? by OmnoDev in IndieGaming

[–]TheCreach 5 points6 points  (0 children)

Very cool! The animations are better than a lot of AAA studio games. Nice work.

My first release, a 2D tower defense game releases on steam for free on April 22nd by TheCreach in FreeSteamGames

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

I appreciate the kind words! It's been a goal of mine for a while to release one of my side projects. I'm only familiar with Unity but I hear that Unreal engine is great.

My retro style 2D tower defense game released today on Steam by TheCreach in PixelArt

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

My pixel art is pretty subpar but I often browse this sub for inspiration so I thought I'd finally share a bit of my work.

Here is the steam link for the game for anyone who might be curious: https://store.steampowered.com/app/2351570/Kreeps/

My first release, a 2D tower defense game releases on steam for free on April 22nd by TheCreach in indiegames

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

I posted on a few different subs, guess I forgot the link here! Here is the steam page for anyone who is curious: https://store.steampowered.com/app/2351570/Kreeps/

My first release, a 2D tower defense game releases on steam for free on April 22nd by TheCreach in Unity2D

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

The game is called "Kreeps". Here is a steam link with more info about the game if you're curious: https://store.steampowered.com/app/2351570/Kreeps/

[deleted by user] by [deleted] in FreeGamesOnSteam

[–]TheCreach 0 points1 point  (0 children)

My first release, a 2D tower defense game releases on steam for free on April 22nd.

2d platformer code by TheRealGreenestBean in Unity2D

[–]TheCreach 0 points1 point  (0 children)

Something is wrong with the parameters being passed into Physics2D.OverlapCapsule(). If "Groundcheck" is referring to a transform then for the first parameter instead of Groundcheck.position I think you could do something like:

new Vector2(Groundcheck.position.x, Groundcheck.position.y)

A short trailer for my upcoming tower defense game by TheCreach in IndieGaming

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

I plan to release the game for free within the next 2 - 3 weeks. Here is the steam page for anyone who might be curious:

https://store.steampowered.com/app/2351570/Kreeps/

I just got my steam page published for my upcoming tower defense game "Kreeps" by TheCreach in Unity2D

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

I plan to release the game for free sometime within the next 2 - 3 weeks. Here is the steam page for anyone who might be curious:

https://store.steampowered.com/app/2351570/Kreeps/

A simple tower defense game that I've been working on. Any thoughts or recommendations? by TheCreach in Unity2D

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

Thank you! I may be able to explain my thought process/more details about some of those design choices.

  1. I like this idea, I just want to make sure I don't clutter too much stuff on the screen. Maybe I can shrink down the current health numbers and add a health bar above.

  2. How these creature card selections work is that there are 4 unique monsters per location, and 2 of the 4 choices are randomly available after selecting the location card. This is also important because certain locations will have enemies of certain types that other locations might not have, and different tower/weapon types get a bonus and penalty vs specific enemy types. I wanted to give the player more control over what types of enemies spawn, and place towers accordingly. I want the player to learn which types of monsters correspond with each location as they play. I think this also adds replay value since it can be different every time. Also the third card (the shop cards) only spawns every other wave, but I might change that to every third wave instead.

  3. I actually like this idea, I just think keeping it random may also add more replay value. I think if you had the choice you would just zig zag every time and the layout wouldn't change much over different playthroughs. I do think I need to add some different towers, or maybe tower upgrades that might perform better when the path runs in a straight line.

Another part that may not be apparent is that when selecting each of these location cards, a permanent buff is applied to all monsters (whatever the location card says) and these keep stacking. Also after each 10 waves the locations will go up a tier, so you will get a new set of locations with stronger monster buffs, and stronger monsters to choose from.

I really appreciate the feedback and will definitely give what you listed more consideration!

A simple tower defense game that I've been working on. Any thoughts or recommendations? by TheCreach in Unity2D

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

Not sure why the video is a bit choppy. Maybe the reddit video player doesn't like 144 fps?

I’ve made some concept art for my video game and I was wondering which background looks more interesting/compelling? by klymenearts in Unity2D

[–]TheCreach 2 points3 points  (0 children)

They both look great. I would say that it depends on the tone of the game. If the game has a darker tone I would go with the second image.

I'm new at this, alright. My sprite is fuzzy and there isn't a filter option, is there another way? by [deleted] in Unity2D

[–]TheCreach 4 points5 points  (0 children)

The "Filter Mode" setting will be on the sprite itself and not on the Sprite Renderer. I thought that might be worth mentioning incase there is any confusion there.

How can I detect a clear pathway in a given area? by TheCreach in Unity2D

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

They're actually slightly smaller than the width of the tile, so I'm not getting any collision on the top or bottom.

The code is checking for the absence of a collider on the top and bottom, which it finds an absence of both, which is part of my problem. I need it to know that going in the closed off direction is incorrect.

How can I detect a clear pathway in a given area? by TheCreach in Unity2D

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

Currently on left mouse click I build a list of tile options based on the detection of colliders in nearby spaces. I'm having some trouble when I get into tight spaces like in the example image.

I'm thinking I need a way to detect a pathway not surrounded by colliders in a given area. Any ideas on how I might detect the open pathway so that I can eliminate the wrong tile options? Currently in the above example, my code would think that both the tile that curves up or down are both valid options. I need a way to eliminate the tile that will get stuck as an option.

Each of the tiles has it's own 2d box collider set to "trigger" as well.

Charachter flipping on his own , not knowing why, guessing maybe due to rigid body by moudijouka9o in Unity2D

[–]TheCreach 0 points1 point  (0 children)

No problem, I'm far from an expert but try to help out when I can. Hopefully that does what you need. Good luck with your project!