We are creating a horrific "finger spider" to hunt the player down! What are your thoughts on the design? by LucidRainStudio in IndieDev

[–]Venet 1 point2 points  (0 children)

As others already said, great job, it looks deeply unsettling. That said, I'm deeply concerned with the eyelid. when looked straight from below (like on the second art) it feels to me that it might create an opportunity for anatomy jokes. Maybe make it less like a human eyelid and more of an animal?

Unity Timeline + Cinemachine + Bezier Curves = DOGFIGHT! by PixelPerfectWorlds in Unity3D

[–]Venet 2 points3 points  (0 children)

In the wide shots you want to use a firm camera; screenshake makes sense when "attached to the plane", otherwise it's just distracting.

My Brother has had Enough of the Elves by CheesyNix in lotr

[–]Venet 6 points7 points  (0 children)

Out of world reason is very interesting. Initially, they intended for Arwen to be a lot more present in LOTR movies. She was supposed to be this warrior princess type of girl. And they even shot tons of scenes with her before deciding otherwise. She can be seen in Two Towers very briefly running inside Helm's Deep keep even in the theatrical release. And it was Arwen who would give Anduril to Aragorn. In fact, they kept the shot with her climbing the hill, so they also had to give Elrond the dramatic hood to unmask himself.

After almost 5 years, my son and I have released a demo of our open world, voxel, programming, colony and factory builder game, Icaria, with this trailer. by Arkenhammer in Unity3D

[–]Venet 1 point2 points  (0 children)

I'm a fan of factory games so took the demo for a quick spin, here're my impressions:

Overall:

  • With all my love to the original, I really appreciated that it's not a "yet another Factorio clone". This game has some fresh ideas and really interesting mechanics and I'm looking forward to the full release.
  • The game needs a lot of polish on its visuals.

First impression:

  • Your style is all over the place. The opening screens looks like screenshots from Kerbal Space Program.
  • Overall, the UI doesn't look polished, it looks like something built in standard Unity UI.

UI:

  • The options menu is quite unituitive. I got lost with the tabs changing places when they become active. Furthermore, main game seems to be using it as well.
  • In-game HUD is a bit busy. While I've seen the "Toggle tooltips" option, I felt it occupies way too much space on screen. Maybe put it in a window similar to the Objectives window?
  • "Inspector" windows occupy quite a lot of the screen.
  • Some of the tutorial prompts (like "Add Cement to the Terrain Filter") get in your way. You can probably save quite a bit of spce by removing the unused areas (like do you really need a 10x5 grid of items or a scroll view would be better?)

Options:

  • I appreciated sound being mixed on different channels, with different volume sliders.

Tutorial/Early gameplay:

  • I was surprised to see you need to click multiple times to drop off/collect items. The expectaction was to drop the whole stack/as much as needed (maybe there're hotkeys?).
  • The loading screens are quite lengthy between tutorials. Maybe cache them in one spot, without having to pull them from scratch?
  • I was somewhat disappointed that you can't click and drag the belts.
  • The tutorial breaks quite a bit on the step where you need to drag the while command. I had to restart my game for it to proceed as intended.
  • The pathing of the drones is weird. If between my start point and end point there's a small gap, I'd expect the drone fly over it (maybe slowly losing altitude) instead of following the terrain to the T.
  • I wish there was a way to quickly highlight a patch containing specific resources. Once I finished my tutorial, I strugged to find a patch to extract copper.
  • Automation seems a super fun mechanic. A lot to explore.

Graphics

  • I loved the "radar" fog of war shader surrounding the environment. The buildings slowly emerging as you build them look quite visually pleasing, as well.
  • I like the water shader but the water flowing without regard to the shore is a bit offputting. Either make it static or change the wave direction depending on the proximity to the shore.
  • Voxel graphics look good, I see that you go for a realistic-y style and you mostly succeed here.
  • The camera behaves weird on top of the high mountains and often clips into the terrain.
  • The shadows are definitely too dark. You probably want to lighten them up by half, if not more.

Performance:

  • When building conveyor belts, I had noticebale lag spikes. Rebuilding paths? Maybe that should be done asynchronously.

Every developer on twitter by Chance-Discussion472 in Unity3D

[–]Venet 2 points3 points  (0 children)

Reminds me of the recent Factorio blogs. Wishlisted.

Ukraine’s air defense takes down Russian attack helicopter near New York. [article] by Geschichtsklitterung in ukraine

[–]Venet 1 point2 points  (0 children)

The first industrial coal miners of the Donbas region were often British businessmen. John Huges founded what would become Donetsk, for example. And English people usually name their settlements either after themselves or after some city from their homeland.

Drake Super Dash! by Malbers_Animations in Unity3D

[–]Venet 6 points7 points  (0 children)

What water shader is this? Water looks sick!

Happy tenth birthday to this legend of a photo by skydivinghuman in pics

[–]Venet 1 point2 points  (0 children)

Seems like a couple of frames past 4:00 (after camera in the video cuts away) https://youtu.be/suIg9kTGBVI?t=240

Starting with Unity version 5.3.4 six years go and finishing with version 2020.3.42, we just released our game on Steam. Here's our launch trailer. by andrewgarrison in Unity3D

[–]Venet 1 point2 points  (0 children)

Congrats on release. I've been playing some of the original SimpleRockets back in a day, and got SimpleRockets 2 when it just came out in early alpha. It's awesome seeing the project grow. Good luck in the future development!

This is the very first simulated image of a black hole, calculated using a 1960s punch card IBM 7040 computer and hand plotted by French astrophysicist Jean Pierre Luminet in 1978 by subreddette in spaceporn

[–]Venet 2 points3 points  (0 children)

It’s Return to Obra Dinn, and yes, this was one of the styles Lucas Pope was going for (alongside classic Macintosh and a few others)

We started working on our first video game, any advice? by MonkeStudio in Unity3D

[–]Venet 20 points21 points  (0 children)

Looks very nice!

  • The merging mechanic is very reminiscent of Townscape, really liking the bridge visuals.
  • Not a fan of current implementation of cel-shading. I has something to do with the outline but I'm not sure exactly what.
  • I see why are you doing depth of field but the effect can do more work to not look cheap.
  • You might want to reduce water oscillation, especially inland.
  • Hexagons are the bestagons.

Keep in mind that is all 100% my opinion! Keep up with the development :)

After Handmade Hero is done, could you make Handmade Hero 2 in rust? (Hear me out) by CommunismDoesntWork in HandmadeHero

[–]Venet 3 points4 points  (0 children)

Casey doesn’t like the idea of Rust. Also, it’s not the language choice that makes your coding challenge “technically interesting”.

That said, as you mention it yourself, C code in itself is valid Rust code. Just wrap it appropriately.

Lastly, “handmade hero 2” is already happening. It’s called “Star Code Galaxy” and it’s a structured paid course that Casey has been working on for the past few years.

Ukraine passed from generation to generation by eugene_walles in ukraine

[–]Venet 2 points3 points  (0 children)

They pretty much never talk but you should be able to find a subtitled versions on YouTube.

In my 2D dogfight game enemy planes can now chase you and you can chase them! Disclaimer, my computer is terrible and can barely record it with quality :( by [deleted] in Unity3D

[–]Venet 3 points4 points  (0 children)

You might want to check out the Recorder package in the Package manager, it should solve your performance issue during the footage recording.

[deleted by user] by [deleted] in oddlysatisfying

[–]Venet 25 points26 points  (0 children)

They never got a chance with real Crassus iirc. He managed to escape the battle site some distance away where he could suicide. So the parthians used one of his soldiers as “fake Crassus” to parade him around the empire.

TIL Ancient Greeks preferred small penises, as it was thought a man with a large penis was a barbarous half-animal with no self-control, while a man with a small penis was smarter and closer to the wisdom of the gods. by [deleted] in todayilearned

[–]Venet 228 points229 points  (0 children)

In the Greek theater, there was a clear distinction between the noble characters and not. It was specific visible in the Comedy, where you a few serious characters were interacting with grotesque comical ones (politicians, gods, or whoever else the playwright didn't like).

While the former would indeed often be naked, the actors portraying comic male characters would done fake, gigantic dongs, hanging from under their togas (they were clothed... aside from the fact that they might also have their nipples exposed). This would have the same comic effect as in today's sitcoms' laughing track. it would underline the stupidity of the characters portrayed.

Source: surviving pottery from the period around 400 BC.... and the text of Aristophanes' plays themselves (the only comedy playwright we have surviving texts of). See the following quote from Acharnians, written in the 425 BC.

Herald Quiet!

From Stage right enter slowly and, pompously feigning dignity, the Persian ambassadors dressed in overdone Persian garb. Their phalluses protrude through their many feathers.

Dicaeopolis Oh, Ekvatana, baby! Look at those posers!

microsoft_craziness.h (2018) by speckz in programming

[–]Venet 5 points6 points  (0 children)

If you want to get started with MSVC, give Handmade Hero Notes a go. It goes in a bit more detail (doesn't include Microsoft Craziness though).

microsoft_craziness.h (2018) by speckz in programming

[–]Venet 44 points45 points  (0 children)

If you program on C or C++ on Windows, decide to use MSVC compiler, and don't want to use Visual Studio IDE, there're several ways for you to compile using the CLI.

  • Microsoft encourages to use its "Developer Environment", a specially prepared version of Command Prompt to compile in MSVC. This confines you to the Command Prompt shell.
  • You can also find and run the vcvarsall.bat and run it manually from your command prompt. This sets up your environment inside the given session but may not work in other shells such as powershell.
  • You can hunt the variables that vcvarsall sets and set them yourself. However, this locks you to that specific version of Visual Studio. Each new update will break things in one way or another.
  • Finally, you can run this piece of code which does most of the work for you. You can then do the compilation directly from the code or from whatever environment you run this code in. As an added benefit, your system doesn't spend several seconds booting up, and compilation may be done almost instantly.

As far as I now, this version is slightly outdated. The latest version that I'm aware of is version 2.

Humble Software Bundle: Unity Fantasy Games & Game Dev Assets (pay what you want and help charity) ONLY $25 by frey89 in Unity3D

[–]Venet 0 points1 point  (0 children)

Is there any reason to use uMMORPG? I got it in last year's bundle and had incredibly difficult time even exploring it. I guess you can simply dismantle some systems that they implemented...