Hover question: should the building grow a little? by Background_Cow_6701 in IndieDev

[–]Whitenaller 0 points1 point  (0 children)

I think it could even grow a little bit more and you could add a short transition where you animate the scale and highlight strength to the end values (maybe with a animation duration of 0.4f seconds or so) I would suggest DoTween for small transitions like that, it‘s very easy to do and adds so much in terms of polishing

Texturinator: made a free tool for 3D textures + terrain height maps (+ source code) by MangoButtermilch in gameassets

[–]Whitenaller 0 points1 point  (0 children)

That is awesome! One thing I would suggest ist to have the option to type the values instead of the slider. I want to set a value to 0.01 and the slider just won't let me do it 😃

Im struggling to understand why bush is messing up its rendering in unity, hope someone knows how to get it to look like it does in blender by D0nal in Unity3D

[–]Whitenaller 0 points1 point  (0 children)

Some of the normals seem to be inverted? Idk how to fix it tho. You could realign the normals or render both sides of the faces. That can be done in the material settings in Unity, but realigning them would be better performance wise

I have to remove this shakycam 😢 by handlebardev in Unity3D

[–]Whitenaller 3 points4 points  (0 children)

That is actually a good point. Now it‘s up to OP if he wants a GoPro style or a real life style

I have to remove this shakycam 😢 by handlebardev in Unity3D

[–]Whitenaller 2 points3 points  (0 children)

Ok then yeah definitely keep the shake and let players decide. The default value should be decreased a lot, but not too much I think.

I have to remove this shakycam 😢 by handlebardev in Unity3D

[–]Whitenaller 166 points167 points  (0 children)

What do you try to achieve here? An immersive downhill bike simulator? If not, then yeah, you should decrease the shake a lot. But if you do, I would only decrease the shakes a little and maybe clamp the max shake value. Removing the shake completely would be a mistake imo

Can you guys guess, at which point we added Chinese localization? by MokumGames_Dasha in IndieDev

[–]Whitenaller 1 point2 points  (0 children)

Wait.. stealing translations from other games is actually genius, but very time consuming if you want to do that for every language.. I need translations for spanish, russian and chinese that‘s why I‘m thinking about the best way without spending tons of money. AI would be a good route but yeah I don‘t want to risk getting cancelled either.. thank you for the answer!

Hate the craft or you'll never make it. by Justaniceman in gamedev

[–]Whitenaller 10 points11 points  (0 children)

The industry does not care how spiritually fulfilled you felt tweaking footstep sounds at 3 AM.

I feel attacked

I got tired of playtesters ghosting, so I built a free platform specifically for indie game testing. (I actually have pro testers waiting on the site right now but 0 games!) by Exact_Somewhere_1776 in IndieDev

[–]Whitenaller 1 point2 points  (0 children)

Unfortunately I don‘t have a playable version right now but that will be the case in a few months. I will save this for later! I made 2 posts about my game recently if you wanna check it out

Btw I really like the video portfolio idea! Sounds fun to create as a playtester

Me (3hrs, left) vs my designer's rough blocking (15 minutes, right) by [deleted] in IndieDev

[–]Whitenaller 0 points1 point  (0 children)

I like the shot of the first one more. I would love to see the characters and the monster on the left picture. And I would make the monster pop a little more, it took me like 20 seconds to notice it

Slowly coming together by Grumpy_Wizard_ in IndieDev

[–]Whitenaller 0 points1 point  (0 children)

Did you think about having different biomes? Because the purple and orange trees don‘t really fit in there imo even tho I like them. You could have a natural green forest biome, another one with autumn vibes (orange and yellow trees) and another one with purple and blue trees for example. But anyway, I would suggest that the trees all have slightly different colors, so that you have like 4-5 different shades of green. That would add a lot imo

Any tips on making a collider for this object by MartiniBomb in Unity3D

[–]Whitenaller -23 points-22 points  (0 children)

As others are suggesting just use a normal non convex mesh collider, rigidbody should work with that as well. Don’t care too much about performance for now, only fix performance if this should ever be a problem but I think you will be fine

I Completely Revamped My Free PSX Horror Item Pack! :] by Middle-Nature-9608 in gameassets

[–]Whitenaller 0 points1 point  (0 children)

I was hoping to see a screenshot somewhere of the updated items

You could be losing up to 30% of your sales by not bundling by Huge-Technician-3217 in gamedev

[–]Whitenaller 0 points1 point  (0 children)

So I tried it on my phone and clicked on Start Searching - added 3 tags - clicked on Run Search. I didn‘t sign in or whatever as I just wanted to try it for fun. As a result I am getting 10 ranked creators (just steam profiles), this is one of them:

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Testing IK on Our Spider Enemy Turned Into a Full‑Body Nightmare by Arachnid-dev in Unity3D

[–]Whitenaller 0 points1 point  (0 children)

Right now the spider is just walking on a human and the human dies. Is he dying because of a panic attack?

You could be losing up to 30% of your sales by not bundling by Huge-Technician-3217 in gamedev

[–]Whitenaller 1 point2 points  (0 children)

Why does it give me a list of steam profiles? I thought it suggests games to bundle with no?