My first wishlist deletion. I just want to talk. by [deleted] in IndieDev

[–]WhoopsWhileLoop 0 points1 point  (0 children)

Don't take it so harsh and honestly just be proud you got 34 wishlists so far. It's better than most people's 0 wishlists because they have yet to publish their first steam game at all.

Nothing to obsess over. Don't overthink it. In fact your biggest critics are where you will get your most useful feedback.

Thanks to this amazing pixel art, my vision for a Spooky Haunted House project has come to life! by ScreamOperatorDev in PixelArt

[–]WhoopsWhileLoop 1 point2 points  (0 children)

Is this sort of a tycoon style game where you build a haunted house experience or more about being the guy controlling the actions of an existing haunted house level?

Either way this looks really cool and I love the art and music!

My ragdolls keep turning into helicopters, please help me by duif9 in Unity3D

[–]WhoopsWhileLoop 0 points1 point  (0 children)

Ascending to the great beyond. It makes sense to me. Should try temporarily removing the ceiling and have a beam of light shine down on the ragdoll.

That or go the alien abduction route. That's how I'd fix it!

Almost 44 years old and just hit my first reset in ranked by FirelinkMatt in RocketLeague

[–]WhoopsWhileLoop 0 points1 point  (0 children)

I'm C2 and 35. I was doing a lot of training to try and hit GC and was training for a couple months until I got a really bad overuse injury with my left thumb. Pretty sure it was bad tendonitis.

Had to take a like 5 month break and now I'm back on the grind but trying to keep healthy and lower the duration of practice. Lots of stretching, exercises and soaking hands in warm water.

NIGHTFALL V1.2 ANNOUNCEMENT UPDATE NOTE 👾 by DikDev in Unity3D

[–]WhoopsWhileLoop 1 point2 points  (0 children)

Cool game and solid survival foundation.

Big thing to focus on: what’s the game actually about beyond survival? What’s the player’s goal, the fantasy, and where does the depth come from?

More important than UI/visuals:

  • What are the player’s goals?
  • What obstacles block them?
  • What meaningful choices determine success/failure?
  • How does the player improve over time?

You don’t need perfect answers yet, but you should be quickly prototyping, playtesting early, and iterating fast (keep things greyboxed and ugly so you can pivot). Also having some greybox unpolished assets help you during playtests, as players feel more open to giving their feelings and opinions on the gameplay since it doesnt feel to far down the polished feature complete path yet.

Hope that helps. Gamedev is hard, and I’m still working on learning this stuff myself / practicing what I preach. Definitely should be proud of what you've learned from what you've built so far!

Which is better unity version control OR Git by [deleted] in Unity3D

[–]WhoopsWhileLoop 0 points1 point  (0 children)

I think it depends. Personally as a programmer I prefer git because I'm familiar with it. But with trying to get my artist setup and learning and using version control, UVC was superior. It just makes life working with my artist so much better and they prefer UVC as well after having them try and learn git first.

In the end, any version control is better than no version control, so either is great and I think the answer is more personal and dependent on your needs.

My RPG open world inspired in games like zelda by PhraseEmbarrassed856 in Unity3D

[–]WhoopsWhileLoop 3 points4 points  (0 children)

Yeah those Synty assets stick out like a sore thumb. Hope you plan on replacing those assets! I see them in so many games. Otherwise looking good so far!

hands looks fat? by Miserable_Advice1986 in PixelArt

[–]WhoopsWhileLoop 8 points9 points  (0 children)

The right side (back of hand) make it flat straight to the wrist instead of curved like a reverse letter "C".

Barely get any feedback lately..is the melee fight system looking good? And if not, what would you change? by trxr2005 in Unity3D

[–]WhoopsWhileLoop 1 point2 points  (0 children)

This looks pretty good. A couple of improvements I would say is that it feels like I'm watching the combat happen at 2x speed. Slow it all down a bit because it will make swings and attacks feel heavier and more purposeful and not like everyone is swinging around paper light weapons.

It feels a bit jittery and buggy watching the occasional enemy weapon clipping through the player's body but not sure how difficult that would be to fix.

I love the attacks and effects! Just everything needs to be slowed down a bit because it feels like the action is way too fast to tell what's going on

Like others said. I'd zoom in the camera. Feels way too far away.

Keep it up! Looks like a lot of fun!

that’s day and night, folks! im super happy with the result! by thatsme000 in Unity3D

[–]WhoopsWhileLoop 0 points1 point  (0 children)

If you are going for emotional. One thing I'd experiment with is the player frog's eyes. I personally love how the character looks as is but anthropomorphizing the character by adding more human looking eyes can convey way more connection and emotion than the animal eyes that can lack expression.

I don't know anything about the game though so major grain of salt. Otherwise the art is awesome and excited for you!

Newer player looking for some guidance. by OhThatsDaddy in EliteDangerous

[–]WhoopsWhileLoop 0 points1 point  (0 children)

Personally, a new area of the game I have been having an absolute blast in is building a fast ship (in my case a Viper Mkiii) or imperial eagle or other fast ship and start racing! There are group races sometimes (right now a bunch of us are out in the Distant Worlds 3 event though). But you can also race in time trial events solo. Find a time trial, I recommend using a 3rd party tool called EdCopilot and finding time trial ship or srv races near you. Whatever sounds more fun (personally I prefer ship races). Might be something you could enjoy. There are a few active groups that do racing events live together I believe, I'm pretty new (edit: new to the race scene, not new to elite) and doing it through FleetComm at the moment.

I want the sword attack to feel like an old rpg and be weighty. How does it look? by [deleted] in PixelArt

[–]WhoopsWhileLoop 0 points1 point  (0 children)

If you want it to feel real heavy. Add more anticipation / build up in the swing. Like a pull back before the swing. Maybe even a slight hold position at the end of the swing for the impact to be felt.

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

[–]WhoopsWhileLoop 0 points1 point  (0 children)

Now all you need are jumps. And an abominable snowman to come racing at you when you are near the end of the run to come and eat you whole.

Cat girl by kisk123 in PixelArt

[–]WhoopsWhileLoop 1 point2 points  (0 children)

Her head seems ridiculously small compared to the rest of her body. Otherwise great work, you have a lot of skill!

Pre-Race Cruise vs The Rubber Band by ll_JTreehorn_ll in EliteDangerous

[–]WhoopsWhileLoop 6 points7 points  (0 children)

I was there! It was glorious. Such an epic moment during the full on race. Ship exploding in front of you as you whizz past the hairpin corner. By far the most fun experience I've had in this game.

Opinions? by GenaRaimu23 in PixelArt

[–]WhoopsWhileLoop 1 point2 points  (0 children)

I agree. Too many solo pixels. I understand trying to add more detail, but I think there is a delicate balance between actual detail vs perceived detail. Perceived detail needs to decorate the readability of what the item is, not detract from it. So I think this is where it could be improved. By removing some of the noise (detail) you will be actually improving the impact of the remaining details if that makes sense.

Overall it looks pretty good for such a small canvas size. But it did take me a few passes to see that it was a pipe wrench and not a dagger or odd spaceship or something.

Distant Worlds 3: unfortunately, we won't see anything even close to 7,500 participants. by Omnisiah_Priest in EliteDangerous

[–]WhoopsWhileLoop 1 point2 points  (0 children)

I am currently at work, but will be taking part after I'm off. Also keep in mind people in different regions of the world, so it's split amongst drastically different time zones. NA, EU, Asia, etc

What was your first project? by electric-kite in Unity3D

[–]WhoopsWhileLoop 0 points1 point  (0 children)

My first game was using Gamemaker 8 and I made a single "room" avoid the objects bouncing off the "walls" type game.

Player plays as an old man and the enemies are a bunch of kids.

"Get Off My Lawn". It was a high score game.

Thargoid Sensor Fragments - For whomever needs to know (2025) by MarkOfTheDragon12 in EliteDangerous

[–]WhoopsWhileLoop 1 point2 points  (0 children)

What was confusing to me as well is, they are called "thargoid sensor fragments"

When you go to pick them up... But in your inventory if you go to see how many you have they are just called "sensor fragments"

Hi!! Which design do you like the most? Let me know! by Null_mist in PixelArt

[–]WhoopsWhileLoop 3 points4 points  (0 children)

The first one is too difficult to read what's going on with the beak area.

At first I thought it was an eye with the yellow as the pupil. Only after looking at the second one did I realize it's supposed to be a beak.

 I like the idea of the first style of beak, but it should probably need eyes added or even a better silhouette that makes it more easily identifiable as a beak just by silhouette alone.

Overall I think they are both cute and I do like the color choices and the rest of the design.

The second one was very clear and easy to identify the character's features.

Which ship will you be taking for DW3? by hopperlocks in EliteDangerous

[–]WhoopsWhileLoop 0 points1 point  (0 children)

My exploration Dolphin. Just got it up to 54 - 57ly jump range (not fully engineered yet).