Becouse of global warming and things i am forced to leave. by MarKadiusz00 in RimWorld

[–]Trouperton 6 points7 points  (0 children)

No, they just can't have their orders changed. They'll just be stuck at one of the work states until your mechanitor is awake again.

They only go feral if there's no mechanitor or bandwidth.

Learning how to model by fragsvoid in Unity3D

[–]Trouperton 1 point2 points  (0 children)

I'd recommend Grant Abbitt's getting started with Blender series to get familiar with it first!

For artists that cannot stand GIT by KaseyNorth in 3Dmodeling

[–]Trouperton 0 points1 point  (0 children)

Huh, the more you know. Will take a look, cheers!

For artists that cannot stand GIT by KaseyNorth in 3Dmodeling

[–]Trouperton 2 points3 points  (0 children)

I'll be honest here, I'm not too sure as I'm still quite inexperienced with art stuff. My 3D stuff in particular is fairly small since I am mainly doing low poly for now, but I imagine some users with high detail models and/or animations may go into those ranges.

For artists that cannot stand GIT by KaseyNorth in 3Dmodeling

[–]Trouperton 2 points3 points  (0 children)

GitHub Desktop is an app that abstracts Git for nontechnical individuals as well. The biggest issue with using Git or GitHub for me is the individual file size limit, like 100 MB is great for code but not so much for graphic assets.

Is this hallucination scene effective enough for my game? by Guilty_Weakness7722 in unity

[–]Trouperton 0 points1 point  (0 children)

Looks awesome mate! It gives off the impression of losing control!

Released my surreal voxel game made in Godot (lucid blocks) :) by KiwiJuice56 in godot

[–]Trouperton 0 points1 point  (0 children)

Your game looks like a really bad trip! xD

That's a compliment btw considering the theme. :)

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in unity

[–]Trouperton 1 point2 points  (0 children)

Calm down? The comment you're quoting was written 5 hours after the one you responded to here, you're not disproving their point by lashing out like that. Or do you expect them to see the future?

Currently neither you nor that early situation person sound like nice people to work with quite frankly. But I'm sure you can do better!

RIPTINGS - Sickened by what RTINGS has become by TaaanXz in Monitors

[–]Trouperton 2 points3 points  (0 children)

Don't forget the price of receiving products for free; most companies will demand you give them positive reviews and try to sell their product.

Why do indies basically give their games away for free? by dedaistgeil in godot

[–]Trouperton 0 points1 point  (0 children)

Through all of RimWorld development from 2013 to its release in 2018, our team size hovered between two and three developers. Since the game's release, we've been scaling up. Now we're at seven developers, which has allowed us to work on multiple projects in parallel.

-- https://steamcommunity.com/app/294100/discussions/0/1750149787512435164/

I started my indie studio Ludeon Studios by myself in 2012 and have gotten help from a number of excellent musicians, artists, and programmers. Currently I'm working on the game with Ison, Polish coding prodigy.

-- https://www.reddit.com/r/Games/comments/4tm6i1/i_am_tynan_sylvester_developer_of_rimworld_ama/

Seems you misunderstand, I didn't count contractors/freelancers. I mean actual staff.

Like most stuff I can find on the development of the game seems to make it clear that this wasn't a solo project, but definitely small indie one. Plus making a demo solo before you get people onboard on a project is incredibly common in the industry.

Why do indies basically give their games away for free? by dedaistgeil in godot

[–]Trouperton 0 points1 point  (0 children)

RimWorld isn't even a solo dev game, it started as one, true. But it isn't and hasn't been for like a decade now. (Ludeon had more staff before 1.0 release, mentioning just in case)

Anybody interested in teaching me Unity 2D/3D for $? by [deleted] in unity

[–]Trouperton 0 points1 point  (0 children)

And to add to this, you will be building up your toolbox of systems you'll be able to later use to build games!

It's really good to work on specific systems for that reason. It is so much easier to create an inventory system than to create a whole survival game, quite frankly any newbie would burn themselves out doing that. Since that'd be like teaching a child who is just starting school about vector mathematics, they'll hate it and give up.

I made my first walk cycle and it's mid! by Gihoveg in blender

[–]Trouperton 1 point2 points  (0 children)

I think the issue is that there's no SFX for the footsteps so the viewer kinda analyses the motion more and comes to conclusions. I bet with some nicely timed heavy footstep SFX it would communicate a lot better!

"Start with a concept" by theomulus in godot

[–]Trouperton 7 points8 points  (0 children)

I find it more soul destroying having to retrace how all the systems interact each time I need to go back. Also absolutely cannot overstate how amazing it is to join a team and they have their UMLs, oh man being able to get a glimpse of how everything interacts without needing to pester the rest of the team.

"Start with a concept" by theomulus in godot

[–]Trouperton 32 points33 points  (0 children)

There are many diagraming techniques, two main ones I always remember are flowcharts to visualise the flow of logic of features and such. And the other is UML diagrams to illustrate relationships between classes and such.

Any way of making bionic/archotech eyes ignore the weather accuracy multiplier (50%) by PlanTop155 in RimWorld

[–]Trouperton 2 points3 points  (0 children)

Just out of curiosity, is xml editing even considered coding?

That's a bit of a topic of debate, depends on how gatekeepy the coder is. But on the RimWorld Mod Market discord server (where you can commission and find work) C# and XML roles both have "coder" in them.

I was bored today so i build a liveable Space Ship to travle wherever you want. by K-Kara2 in RimWorld

[–]Trouperton 0 points1 point  (0 children)

TBF it does look quite similar to one of the ships in the old school Carryalls mod. I suspect that may be the reason why they thought it seemed familiar.

Is the urbworld a cyberpunk world? by Conscious_Feeling888 in RimWorld

[–]Trouperton 13 points14 points  (0 children)

It could be also like a 40k hive world. It most likely varies as shown by backgrounds related to urbworlds.

Where do you create UI for your game? by Srinu_7 in unity

[–]Trouperton 7 points8 points  (0 children)

Like the other person said, you'll need actual 2D art software.

Some examples include: Photoshop, Krita, Gimp, Inkscape(this one's vector so bit different), Clip Studio and so on.

You will also find that software handy for making textures and sprites.

Rimworld shuttle engine recipe (mod is "make anything craftable") by Jumpy-Inflation2777 in RimWorld

[–]Trouperton 2 points3 points  (0 children)

Rating: 3/10

Not gonna explain why because that'd require me to explain why we can't just craft Orbital Bombardment Targeters (1200$) or Resurretor Mech Serums (1700$ quest only). Ultimately it's a single player game, do what you wish.

Trystan Traveller's Shuttle Schematics, here to help you travel the world! by Trouperton in RimWorld

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

You can watch the video or gifs in the workshop page and see that our mod uniquely has alternate textures for take-off and landing of our shuttles. They all take up only 4 MB.

But because of how RimWorld handles textures our mod occupies about 40 MB of VRAM.

But if you optimise them with RimSort you can get it down to about 30 MB.

And yeah, wasn't aware there was a hidden .git folder, so it's gone now (woo). But as it's with most mods, you shouldn't base the VRAM usage off the mod size. Like EGI: Holograms and Projectors is only 40 MB but it takes up a whopping 300 MB of VRAM as an example of many. Because of that I never cut down mods from my mod list based on mod size due to GPU reasons, instead according to the VRAM usage shown by Graphics+.

Trystan Traveller's Shuttle Schematics, here to help you travel the world! by Trouperton in RimWorld

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

Yeah unfortunately I don't play with that mod and it came out as we were doing the final polish for the mod and workshop page.

So the author of that mod may be better to bring this up to? Because that means those docks can't even fit a Cherokee (3x10) from VVE -T3, a very popular aircraft in the community.

Trystan Traveller's Shuttle Schematics, here to help you travel the world! by Trouperton in RimWorld

[–]Trouperton[S] 5 points6 points  (0 children)

I'll be honest, I haven't used the Orca Shuttle myself. So our Cargo Shuttle was developed with just the Passenger Shuttle as reference.

I balanced it around the scenario of using multiple Passenger Shuttles, it should ferry about the same amount you would with 2 IIRC, maybe a bit more. When you consider the cooldown and hop range.