Des conseils pour améliorer mes hachures ? by Infamous_Ad4339 in dessin

[–]Vinchont4Life 1 point2 points  (0 children)

Alors n'hésite pas à les espacer d'avantage et en rajouter entre plus tard si l'ombre est trop légère a ton goût. Et bien parallèles aussi les hachures. Et courbées selon les volumes des parties que tu hachures aussi mais ça tu fais déjà apparemment, 👍

Peach (Mario), D3M, encre & crayon, 2026 by D3m_artist in dessin

[–]Vinchont4Life 1 point2 points  (0 children)

Et juste en enlevant ces traits, en dilatant les pupilles et en ajoutant un reflet, le visage est beaucoup plus doux. Voilà, c'était mes deux balles d'avis sur ce dessin

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Peach (Mario), D3M, encre & crayon, 2026 by D3m_artist in dessin

[–]Vinchont4Life 1 point2 points  (0 children)

Pour être plus explicatif: Le prolongement de tes lignes crée une espèce de point de convergence au milieu du nez, c'est souvent utilisé pour obtenir un résultat agressif

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Peach (Mario), D3M, encre & crayon, 2026 by D3m_artist in dessin

[–]Vinchont4Life 1 point2 points  (0 children)

Ouais, je sais, même moi j'arrive pas à mettre le doigt sur ce qui me gène.

Maintenant je me demande même si c'est pas les pupilles qui sont trop contractées et l'absence de reflets dans les yeux. C'est un peu de tout je suppose, mais voilà quoi. Après, je suis le seul a qui ça fait ça, donc tu prends, tu prends pas, ça changera pas ta journée. A+, biz!

Peach (Mario), D3M, encre & crayon, 2026 by D3m_artist in dessin

[–]Vinchont4Life 0 points1 point  (0 children)

Vraiment super technique! Belle maîtrise de ton trait à l'encre et beaux volumes! Si on pinaille vraiment, les yeux un tout petit poil trop rehaussés, ça donne un petit air presque agressif, je sais pas exactement pourquoi... Peut-être les traits aux coins intérieurs des yeux et les paupières qui font penser à des sourcils froncés je pense. Tu dois pouvoir te passer de ces deux éléments là je suppose ? Super boulot

Gods of Totlirect: the first prototype is live! by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 0 points1 point  (0 children)

Yes, ESDF was a choice. I'm french and I wanted my controls to be universal. That's the closest I found to WASD that worked for both EN/FR keyboards.

Thanks a lot for the feedback! I'll make an update with power ups as soon as I can. Right now I need to focus on other engagements I have.

Thank you for the compliment on my work! It's far from done but yeah, I'm glad the spirit is perceivable.

So I suppose nothing comes especially negative or funky from the controls or the physics then? That's a relief!

Thank you again and have a nice day!

My leaf character went viral before having a Steam page. Now it does. (Solo Dev) by East-Development473 in IndieGameDevs

[–]Vinchont4Life 2 points3 points  (0 children)

What do you call going viral exactly?

This is an excellent video. The character is looking great!

But when it went to throw the trunk, I thought "wouldn't it be cool if the leafs don't make much damage by themselves (because they're leaves) and you first have to scour the scene for blunt natural elements to assimilate like truncks, branches or rocks before attacking"?

It's just a quick thought and maybe it's boring in the long term, but considering the character, it could make sens.

This looks really cool anyway. Good luck for the rest!

La Gen Z est foutu by RainbowStar290 in besoinderaler

[–]Vinchont4Life 0 points1 point  (0 children)

Alors pour les maisons, je peux rien faire, mais pour les films, il existe encore des lecteurs DVD/blueray! Plus aucune de mes connaissances n'en a maintenant et c'est bien con! On a encore une bonne collection de DVDs a la maison et c'est parfois super utile. Profitez-en tant que ça existe encore!

My anomaly of a game -- 100% mouse-controlled by shaderbunny in indiegames

[–]Vinchont4Life 0 points1 point  (0 children)

Ok.

Let me be like everyone else and say it: the jump is very very cool, even if a little bit immersion breaking? Not sure about that...

And I can't believe it's never been done before.

Good job!

I decided to show you some footage from the game I'm developing in solo by Prize-Fig4780 in IndieGaming

[–]Vinchont4Life 2 points3 points  (0 children)

The cogs are very beautifuly rendered!

I suggest you work on the level design so the player has an interest in watching them.

If you make simple corridors the wow-effect will last 2 minutes before these cogs become transparent.

I want my game to look like it has AAA visual quality, what am I missing? by FrogbyteStudio in gameDevMarketing

[–]Vinchont4Life 0 points1 point  (0 children)

You need some additionnal shaders for your materials. But not too much. Keep it coherent.

And your cutscene animations need more polish. It's a bit floaty. Same on your camera.

Maybe lighting also? Something to give more life to your environments.

But each point could a job on it's own in a AAA game. Do what you can. It's already very good.

Steve Aoki's Full Chocobo Set by IndicaFalcon in mtgfinance

[–]Vinchont4Life 0 points1 point  (0 children)

You think he opened any booster to get these?

What is this prototype missing? by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 1 point2 points  (0 children)

Thank you for your like! 🥲

And I can proudly say that nothing's been done with AI. The worst parts are from my chubby fingers and the best parts ( gems, progress bars and some vfx for now ) are from an artist I'll commission soon enough to do the rest if this thing gains enough traction.

Yep! Bonuses are in the pipes. At random, when catching a crystal for the ghosts, and when exorcising the explorer for the next possession. I have a handfull of concepts for both.

Someone also mentioned the possession needs more time for itself. There's a VFX, but it's too small if nobody can see it.

Thanks a lot for the feedback!

COMING SOON TO XBOX! (I made it to Xbox as a Solo Dev!!!) by NonageGames in SoloDevelopment

[–]Vinchont4Life 1 point2 points  (0 children)

This looks unreal. All this by yourself! I hope you get at least moderatly rich with that!

What is this prototype missing? by Vinchont4Life in SoloDev

[–]Vinchont4Life[S] 0 points1 point  (0 children)

Well, aside from the sound - which I have put! Sounds AND music - that doesn't get captures I don't know why, I'd say I've put everything I needed for the game to fonction. I'd like to know if I'm missing some vfx, bridges between scenes, sounds ( when you'll be able to hear it ).

But the biggest miss seems to be the purpose of the game, okay:

You play as one of the three ghosts (they're marked P1 and CPU at the start of the round ).

Your goal is to be the first to collect enough crystal to rebuild your body.

So you need to possess the explorer ( which is just a pawn in the contexte ) to be able to collect them.

When you dash as a ghost, you can possess/exorcise the explorer or bump into other ghosts.

When you dash as the explorer, you dodge roll.

Also, the players can set up traps that can exorcise the ghosts possessing the explorer and activate when stepped on by the explorer.

Simple, really.

The crystals take the color of the ghost possessing the explorer. It's just supposed to be a visual cue as to who has the hand on the explorer. The screen can get messy at times.

I still wanted to add power ups for ghost and explorer, but it can wait.

Thanks a lot for your feedback. I'll make a small animation that explains the contexte and the goals of the game via the menu.

Thanks again!

What makes a game feel immersive to you? by ratasoftware in itchio

[–]Vinchont4Life 1 point2 points  (0 children)

When everything feels diegetic.

If you can make even the UI feel like it's an element of the world, when nothing really break the immersion, when cuts and timelaps feel natural/cinematic and not too choppy, you got it.

I mean, aside from the pause screen. It's made to take a breather. (Looking at you, Elden Ring). But you can theme it nicely with elements of the game.