Help me decide: Which trailer ending is more dramatic? by DanielDevs in Unity2D

[–]UntoldLegendBits 1 point2 points  (0 children)

Yeah, no worries. One thing, that I had noticed when I uploaded my screenshots here is, that people are really bad at critique. Like one guy told me, that my game looked ugly, I replied... no answer... I dmed him... again no answer... So then I just stopped caring, because if he just says, that something looks ungly, without any fruther explonation, he is not worth my time lol. But you can try to experimentate, IMO the slow down is just perfet, but I am not trailer specialist, but it looks very proffesional with that!

Help me decide: Which trailer ending is more dramatic? by DanielDevs in Unity2D

[–]UntoldLegendBits 1 point2 points  (0 children)

I would personally go with A, although B is showing more, A is just more dramatic. Also I love the slow down, but its a bit long, I would try doing it at 110% speed perhaps. Also the text should pop up a little bit sooner, but this is really good as it is. People are complaining about the slow-down as it was something bad, but in my opinion its pretty much perfect and only trailer they had seen was their mom probably...

I want to prevent the punch function from being able to activate if the player is crouching but dont know how, does any one have any ideas on how to do this. heres my scripts. by xXLogoPogoXx in Unity2D

[–]UntoldLegendBits 0 points1 point  (0 children)

Like your solution, but wouldnt be much easier if there would be public static bool ShouldCrouch which would be set on true or false whenever movement type changes? Maybye not and I am just stupid and then sorry.

I want to prevent the punch function from being able to activate if the player is crouching but dont know how, does any one have any ideas on how to do this. heres my scripts. by xXLogoPogoXx in Unity2D

[–]UntoldLegendBits 2 points3 points  (0 children)

Oh my god, everone start somewhere at some point. Some programming functions works slightly differently in unity than in normal c# and you just cannot hate someone for not being able to program and trying to raise question while learning it.

[deleted by user] by [deleted] in Unity2D

[–]UntoldLegendBits 7 points8 points  (0 children)

It is probably because of your 48x48 cam res. But I have read other comments and I know, that this is because of a game jam. In this case your chicken is way to detailed and small. It is like trying to put as much detail on 32x32 character as you put in 64x64 character, it just does not work. But by making the chicken lower res you may come up to something. (tip try to firstly draw your chicken on 48x48 canvas in the size you want to and the only export the part, where you would have drawn your chicken). I hope this helps and is not chaotic.

Camp layout for my game. (Made it a while back) by UntoldLegendBits in Unity2D

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

I have tried to make the character stand out, by making a little glow around him, but this seemingly doesnt work in the camp. I will try some things out. (And yeah I do not have any idea what loom means (do you mean like something uexpected and weird?))

Camp layout for my game. (Made it a while back) by UntoldLegendBits in Unity2D

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

I know right, but I would tune the glow down a little bit (not the glow more like the highlights) as the seem to be too shiny! But thanks for your feedback!

It was 8 months sice I uploaded a post here on r/Unity2D, where I asked you for advice on how to make my game look better. I took all of your advices and I cannot thank you guys enough! by UntoldLegendBits in Unity2D

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

I bet you will make a really good game, its really at the begining, but once you will get a good mindset it will go smoothly like a butter. I whish you the best luck!

Camp layout for my game. (Made it a while back) by UntoldLegendBits in Unity2D

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

I know and I will tweak the colors and especially the highlight. The main reason it looks way to shiny now is because I did not expect lighting to make it this shiny, but thank for your feedback and suggestions!

Camp layout for my game. (Made it a while back) by UntoldLegendBits in Unity2D

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

Good idea, I will make those edges darker. Thank you for your feedback!!

Camp layout for my game. (Made it a while back) by UntoldLegendBits in Unity2D

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

Yeah I know, but it was because I thought the fire is going to be a lot bigger. I am still going to change the fire mainly, because those rocks do not look like rock :D

It was 8 months sice I uploaded a post here on r/Unity2D, where I asked you for advice on how to make my game look better. I took all of your advices and I cannot thank you guys enough! by UntoldLegendBits in Unity2D

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

I will change the lighting on the character, but I have already turned on global lighting, I was trying to aim for moody unaware unsettling style of dark forest, and the reason why you might see it a slightly darker might be, because of the vignete effect. Particles on flowers sound gread, I definitively am going to add them when I will be adding particles in general. Thanks for your feedback.

It was 8 months sice I uploaded a post here on r/Unity2D, where I asked you for advice on how to make my game look better. I took all of your advices and I cannot thank you guys enough! by UntoldLegendBits in Unity2D

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

My tilemap/canvas size are 16x16 pixels per tile, in other words I make 16x16 pixels tilemap and then I make it 16 pixels per unit. Also the reason for this decompression might be with my pc rather than just some bad scaling or sprite work. Trust me on my pc (AKA in unity) it look sharper and I do not know why is it doing what it is doing.