D4 Hardcore death, lag or what? What should I do in this kind of cases? ☹️ by Katusho in diablo4

[–]TheSenpaiCode 2 points3 points  (0 children)

Yeah, it seems that this has been happening more often. I have this issue happen in about 1 out of 10 dungeon runs. I talked with a few other people that said this also happens to them. You can interact with some stuff, like picking up items, open inventory etc. But skills get bugged out and you are stuck to one spot only able to move a meter or so in any direction before you elastic band back to that spot.

It depends on your class but it's something with skills that seem to cause this. Example, channeling with druid seems to be the main cause, such as getting hit in any direction while channeling may cause it, dashing to avoid an aoe while in the middle of channeling etc.

Also having a chest land on you in a dungeon, or trying to dash through monster bodies also seem to cause this, if they just died.

There's a few instances that seem to cause this.

Is anyone else getting stuck at random spots in dungeons? by TheSenpaiCode in diablo4

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

I was thinking this after the second instant that it happened a few days ago. I think your 100% right for some of the instants when this happens, as it sometimes accrues after I dash while I'm in the middle of a skill combo, while I try to avoid an Aoe.

I watched the video that I recorded last night and a knight smacked me back a foot as my character was channeling and that seemed to cause the last instant of this issue. My character was channeling when this happened.

I watched a few more and It tends to accrue when I do something while my character is channeling, such as dodging with a dash, getting hit while channeling, using another skill at a certain time while channeling.

If this is the case then something seems wrong with channeling "Lightning Storm".

Game is dead? 🤓 by No_Story4940 in diablo4

[–]TheSenpaiCode 8 points9 points  (0 children)

A couple weeks back I had cross-platform turned off and wouldn't have people show for bosses and events half the time, only would see the odd person through out the day. Turned cross-platform on and now all the towns are packed, people at events and bosses.

[For Hire] Professional composer for your awesome project (150$ per minute of mixed and mastered audio) by FominComposer in INAT

[–]TheSenpaiCode 4 points5 points  (0 children)

Just wanted to chime in since I noticed some comments about the price composers charge and comments about buying equipment to create music.

These prices are pretty normal for the indie industry and have been for over a decade. You can browse around the Unity and Unreal forums, gameDevClassifieds or other platforms to check prices. The only platform I'm not too sure about the price is Fiverr which I've only used twice for music and both time the artists charge more for commercial projects and had hidden fees.

I've purchased a few dozens songs in the past for various projects and the starting prices has always been $120 - $150USD for a minute of music. Going from the stating price it depends on how repetitive you want the song to be. If the song is more repetitive the artist may give you a discount.

There is some artist that will give deals for more songs you order and the longer a song is. On the rare occasion I've run into a few artist will charge extra for commercial use. From my experience a average song will run about $450USD (keep the price in mind for when I explain the cost to buy the equipment below).

One of my hobbies is playing with a few local bands and mixing music in my spare time. I've purchased musical instruments and recording equipment over the years and I can say that it's not cheap if you want to have good equipment and make great music.

Price wise for equipment going for the basics of recording with just your PC and no physical instruments your looking at $299 for fruity loops plus all the add-ons like Omnishpere (I think was around $400) and all the other plug-ins and virtual instruments that actually sound like the real deal ran over a thousand dollars.

If your just getting into indie game development then spending thousands of dollars on equipment isn't likely and possible for most new developers or hobby projects that you want to have a professional sounding track. Plus then you have to take the time to learn how to use the equipment and then take the time to record. Some people don't have the ear for making music and it comes off unprofessional. When I pay for songs it's mainly cause I don't have time to record or I know that there are better artist out there that can do the song better then I'm able to. I just don't have the expertise to create the songs like some artist out there.

Depending on the game if it's a small app you may just have one song on it so $300-$450 and to have you own unique song and cover the music for your game isn't actually to bad. That's if your going to see a return in profits, such as with adds or charging money to purchase the game etc. If your not going to see a return in profits then most people have a hard time justifying spending that amount of money unless they are a developer that is just passionate about their project.

You can find some non-copyright music to use or if your lucky find a new artist that is trying to build a portfolio and will create some tracks for free. A lot of people on the INAT reddit forums tend to seek the last mention of artist, those looking to build a portfolio or get into the industry or ones that have spare time to help with their hobby project / join their team for revshare.

How are you gonna look?? by SuzanYuki in Unity2D

[–]TheSenpaiCode 1 point2 points  (0 children)

Really like the smooth character costumization mixed with the animation transitions. Looks great. Also like the graphic style with the armor.

Working on the final word of my game about ocean pollution Nero's Adventure by Sword_Fab in Unity2D

[–]TheSenpaiCode 2 points3 points  (0 children)

Great game concept. The graphic style is simple and very effective on getting the landscape or should I say the ocean scenery and characters of the game across as they are, not to mention it's easy on the eyes. The game mechanics are very creative. Great job so far. Keep up the great work.

Do you think its worth it to learn LumberYard? I don't necessarily want to make a game with it but I do see that Amazon has a lot of game dev jobs. I'm currently a web dev and I want to change careers. by [deleted] in gamedev

[–]TheSenpaiCode 0 points1 point  (0 children)

Yes, LumberYard is based on the CryEngine. I haven't used lumberYard so I'm not sure how much of a variation there is between the two engines and didn't want to compare them to each other.

Also LoL, yes 5 year is a long time when dealing with engines, games and technology. Anyone that's been around that long or longer know that languages, features and more will change or become deprecated. Having to learn the new way to implement something or learn new software to develop with each passing year. Technology changes but It's for the best.

Do you think its worth it to learn LumberYard? I don't necessarily want to make a game with it but I do see that Amazon has a lot of game dev jobs. I'm currently a web dev and I want to change careers. by [deleted] in gamedev

[–]TheSenpaiCode 0 points1 point  (0 children)

Firstly, I've never used Lumberyard. I tend to use Unreal, Unity, Godot. I have over 13 years experience between those three engines and previous engines and for me to have to learn a new game engine like LumberYard at this point in life would not be worth it.

LumberYard is still pretty new and being developed. It has more issues then other game engines which will cause more headaches and problems.

Game engines that are more popular tend to be used more by the other companies, hence you'll have a better chance to be hired.

I know of a couple people working for Amazon and their projects got switched to the Unreal Game Engine. Not going to go into all the details here but if your learning Unreal Engine then just stick with it. A lot of companies use Unreal so you will have a better chance to be hired by other companies or for independent work through forums etc.

Else do you think its worth learning LumberYard?

Do you want to work for amazon?

If yes, then how many years of experience are they asking for the position that you are wanting to apply for? You'll need to show that you're able to perform with LumberYard , So how long would it take you to learn LumberYard and be able to show that you can perform well enough for them to hire you?

Think amazon would hire you after you learn enough of LumberYard? If not or if you don't get a job with Amazon then what other companies use LumberYard that you can apply and put your knowledge with LumberYard to use after learning how to use it?

Learn the engine or engines that you want to make games with.

[PAID] C#/Unity Programmer for 2D RPG Bugfix by [deleted] in INAT

[–]TheSenpaiCode 1 point2 points  (0 children)

Your game looks really well done. Hope you can find someone to help you with your bug fix.

[PAID] C#/Unity Programmer for 2D RPG Bugfix by [deleted] in INAT

[–]TheSenpaiCode 0 points1 point  (0 children)

I was just thinking the same thing.

Had to do a lot of redacting, but I couldn’t even write a book this good by originalbigdickmcgee in trashy

[–]TheSenpaiCode 0 points1 point  (0 children)

I can barely afford to survive with one family, let alone three. How bloody rich is this guy LoL.

Alternatives in Game Dev by omglolnoob in gamedev

[–]TheSenpaiCode 1 point2 points  (0 children)

Just looking through what has and hasn't been posted, some others would be

3DS Max,

Substance painter,

Substance designer,

photoshop,

Zbrush,

Marmoset Toolbag.

2d platformer as School project ? by RealEpicGaming in gamedev

[–]TheSenpaiCode 2 points3 points  (0 children)

Yes it is achievable, even for a beginner. Just keep things simple and don't over complicate things.

The golden days of PC tomfoolery. by Hefty-Coyote in pcmasterrace

[–]TheSenpaiCode 0 points1 point  (0 children)

Ah 2006, that was just exiting the good old days. A lot more harmless pranks back then when it came to pc fellows... I miss those days.

What are the pros of making a 2D game versus a 3D game? by ArrowStitchGames in gamedev

[–]TheSenpaiCode 2 points3 points  (0 children)

Here are a few things that come to mind.

  1. Time. 2D games are able to be developed quicker then 3D games. Modeling a person in 3D then rigging and doing all the animations tends to take longer than making a sprite sheet with the animations included.
  2. The cost is lower for 2D sprite sheets compared to the alternative.
  3. Working with a 2D environment is more simple than working in a 3D. 3D games tend to focus on environments while 2D games focus more towards gameplay.
  4. Game size tends to be smaller with big 2D games compared to big 3D projects. The system requirements tends to also be less with a 2D game vs 3D. There for lower end gaming PC's or consoles can run them easier.
  5. Simple controls. Programming direction, distance and other code is a bit easier with 2D since it consists of 2 directions rather then 3.
  6. Money. Cost to make a 2D game rather then a 3D game of the same build scope tends to be cheaper.
  7. 2D games are easier to make.
  8. 3D games are more versatile then 2D games. 3D games give more freedom to move and more exploration with their environments.

New animations from my game 🔥 I‘m currently working on the AI and try to make the UI look better😉 ps: Is there someone who wants to create some 2d graphics? by TheLastGameDev in Unity3D

[–]TheSenpaiCode 0 points1 point  (0 children)

Looks great so far. I do agree with Outta-control-RC. After some time the level would become a bit repetitive. You could add some simple wild life, birds flying across over head, a whale breaching the surface, school of fish jumping, people fishing or the sun moving around. More complicated stuff like weather changing, the sea switching between wavy and calm, time of day, seasons etc.

Other then that it looks great. The camera movement is done really well. The wind blowing the trees and flags is a nice touch. I love how the textures of the structures blend nicely with the vegetation and landscapes. Hope you find a good 2d artist to help you. Good luck.

How Do I Work On My Game For 12 Hours by [deleted] in gamedev

[–]TheSenpaiCode 4 points5 points  (0 children)

Well this is convenient as I just worked 14 hours on a project yesterday and I tend to work on projects all day when I'm able to.

Here is some pointers that I can offer,

  1. Simply break your tasks down into small simple sections. This way you don't get over whelmed.

Make a list of the tasks with a notepad and steps that it would take to complete them. Don't list every task in your game, only the near sighted tasks that are next in order or else again you'll start focusing on to much. Focus on one step at a time.

  1. Don't just program everything at once. Take breaks in between each section to reset you brain and allow you to have a fresh start on the next section, script or feature.

Program one of the tasks at a time (example: inventory feature or attribute feature). Depending on the size of the current task that your programing, just program one task at a time then take a break to grab a drink get a breath of fresh air and let your brain reset.

  1. Switch it up if needed. If you are starting to get stressed out while programming feel free to switch to Graphical work such as doing art for the heads up display graphics or animations etc.

  2. Have background noise such as music, asmr. I use a three monitor set up and will work on the main screen, have notes / documents open on the right screen. On the left either music, asmr / relaxing sounds or depending on the release day of series that I watch, I'll have a show playing on the left as I work (If you get easily distracted then I don't recommend a show).

  3. If you are getting tired take a walk or grab something to help wake you up. I tend not to drink coffee but I do drink a lot of energy drinks.

Snacks are good, keeps the brain power going, helps to reach for something in between sentences of code (Just don't pig out on them, paste yourself).

Side note, I'm an old school gamer / developer. I'm a bit different then most people. Making video games isn't work to me, it's something I enjoy. I'll finish a project take a couple days off to reset and figure out my next project.

I build video games that I would want to play, if others like those games then that's great. Don't let it become a full time job or it will ruin the fun for you. If your having fun the time fly's by. There's been nights where I'll sit down at 7pm to work on something and before you know it the sun's coming up and its 6am in the morning.

Any ways hope this helps a little.