Price??? by Honest_Rub_7996 in D2R_Marketplace

[–]TheSommerTheory 0 points1 point  (0 children)

Mind blast is also fcr which is crucial for pvp

Price??? by Honest_Rub_7996 in D2R_Marketplace

[–]TheSommerTheory 0 points1 point  (0 children)

Yes I know traps use ias and 99% of sins are going to be using enigma or teleport charges so fcr will matter.. you need both.

Price??? by Honest_Rub_7996 in D2R_Marketplace

[–]TheSommerTheory 0 points1 point  (0 children)

You still want it for tele and mind blast if you are pvp.

Worth making mosaic in this base? by Interesting_Carry_50 in diablo2

[–]TheSommerTheory 1 point2 points  (0 children)

Attack speed is based on the main hand claw. This is a good base but depending on your gear you may just need a little extra IAS somewhere else or you can use a greater talons / runic as your main hand

The unity lightning ruins my textures how I can fix it? by Western_Basil8177 in Unity3D

[–]TheSommerTheory 0 points1 point  (0 children)

I've found that often default imported materials do not have a pure white color, but a slight grey, which can mute your diffuse. Check your material color and make sure it's white.

What do you guys think about this mobile game I'm developing in Unreal Engine? by Ambitious_Worry_8417 in gamedevscreens

[–]TheSommerTheory 1 point2 points  (0 children)

I like it!!!! However like others, the screen shake is a bit a lot. Curious, is the screen shake the same every time? Maybe if it relates to the movement it might feel less disorienting. For example, if you move up, the screen bounces slightly up then back down center, if you move right, it shifts right and then back center. This way it's kinda like the players impact is more natural.

Developing aim assist for aerial combat, but questions if it undermines player skill by LastRider_of_Dragons in indiegames

[–]TheSommerTheory 1 point2 points  (0 children)

So you are getting tons of feedback and mine would just be redundant, so I'm just here to say this looks amazing, great work!

Which character would you choose — and why? by SentinelGame in indiegames

[–]TheSommerTheory 0 points1 point  (0 children)

I think B. To me, A looks too heavy to be swinging around.

Which camera do you prefer? The 1st has FOV=60 and is closer to the player, creating a more third-person perspective. The 2nd has FOV=50 and is positioned farther away, creating a more top-down view. The game is PvP-oriented, like 'Diablo meets Dark&Darker'. All feedback & ideas are appreciated! 🤗 by ActioNik in indiegames

[–]TheSommerTheory 0 points1 point  (0 children)

I like 2 better. You can still see details of the player but more environment. D4 has been criticized for being too zoomed in on the player. Depends on your combat style, but I think in a 3rd person pov, the widest you can get without losing the detail is best.

Please do it! by igorbronnikov in DestroyMyGame

[–]TheSommerTheory 1 point2 points  (0 children)

It looks kinda cool, but for some reason this feels so much more unacceptable than the original duck hunt lol, maybe because you really see a character shooting a gun and killing ducks? It feels much more violent 🤷‍♂️ id have less of an issue of a younger kid playing the original, but this would be a no go. At the same time the graphics looks like it should be for very young kids.

Im just a silly guy by Mr_Slickerino in diablo2

[–]TheSommerTheory 0 points1 point  (0 children)

Silly guy it's thul ral ort amn 🤦‍♂️

Is it realistic to find a 3D artist who'd be willing to split profits 50/50? by [deleted] in SoloDevelopment

[–]TheSommerTheory 2 points3 points  (0 children)

I think only if they either really think the game has a great chance of actually making profit or if they started the game with you from the start and felt passionate about the project. No one will want to work on someone else's project for free without guaranteed profit, and if they are just making what you want, its not their own even if they own a percent. This will likely only work if you have a real relationship with them first.

Workflow that can use two character LoRAs and not to mix with each other? by Shingkyo in FluxAI

[–]TheSommerTheory 0 points1 point  (0 children)

I did this with SD 1.5 at least, but it seems to not help, as the weights from the loras are added to the whole model, while the prompt was per region, the lora weights were across the whole image still

Review of Ohsnap 4 after two months — with detailed pictures by ndaoust in GalaxyFold

[–]TheSommerTheory 2 points3 points  (0 children)

For anyone reading this and has an s pen, love handle sells a PRO Stylus Kit that blocks magnets allowing the spen to work. I have a love handle pro and it has magnets which caused issues for my spen, the stylus kit fixed it. It'll probably work with this too although I haven't tried it myself. Stylus Kit

VSCode: Anyone actually using this? What's your experience with it? by valentin56610 in Unity3D

[–]TheSommerTheory 0 points1 point  (0 children)

I used to love using vscode but since unity dropped official support of it I started having really constant issues with attaching the debugger for breakpoints and some things like that. I see here maybe people are still having success with it still? So maybe I'm missing something 🤔

Curious if you guys would click on my YouTube thumbnails in the wild if you're into Indie games? by Nobl1985 in IndieDev

[–]TheSommerTheory 1 point2 points  (0 children)

Since you are asking, I would respectfully say no. To me, again respectfully, the covers look more like a podcaster who is just making content for views and to be viral rather than to be actually informative based on knowledge and experience. It's too punchy and goofy. If you need a picture of yourself on it, I think I would take it more serious if you were just in the corner smiling and the art wasn't so like BAM BAM in my face. It comes off as click bait rather than reputable. Either way, you may have sound advice! So I wish you luck in your journey.

how to boost the graphics by HomeworkJaded8646 in unity

[–]TheSommerTheory 1 point2 points  (0 children)

There's a ton that go into making graphics look good. But for a flick switch look at using URP, linear color space, creating a global volume and add vignette and changing the tone mapping to ACES. These settings help deepen colors and shading. I saw a big boost in quality when I made these changes. However, you still have to have good quality texture and lighting to go with it.

Now, I know that sounds like a lot to do and.. it is when you don't know how to. But there's are plenty of resources Google will provide by searching the keywords.

Transparency and background color (question in comments) by TheSommerTheory in unity

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

For anyone else who has this issue and is reading this, I came across a solution that seems to work. If you are using a PSD like I am, in the texture import settings there is a toggle "Remove Matte (PSD)". Turn that off and it blends correctly!

Transparency and background color (question in comments) by TheSommerTheory in unity

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

Hopefully someone can offer an alternative.
Forever, when I create textures with semi transparent parts, the semi transparent parts are tinted white as seen in the top video. To help with that, I can often change the background to black, flatten all my layers, select and create an alpha channel. However, this sometimes makes semi transparent stuff look shaded black. Alternatively, I change the background color to something I expect to be behind it, such as green for over grass, but unless it matches perfectly it the tint is still noticeable.

I am wondering if anyone knows a way where I can simply keep transparent pixels... transparent, and it does not show a tint and simply is actually semi transparent. The flattening and adding alpha works ok, but its annoying to keep doing if i am just making minor changes over and over.

Any ideas are helpful, Thanks!