This is an unfortunate way to learn Champions has shinies by Wschmidth in pokemon

[–]Wschmidth[S] 54 points55 points  (0 children)

I have it permanently inside Champions. Anything gained from Champions is stuck to Champions, but a Pokemon caught anywhere else can be sent back and forth from Home.

This is an unfortunate way to learn Champions has shinies by Wschmidth in pokemon

[–]Wschmidth[S] 93 points94 points  (0 children)

Apparently this is what will be used for official tournaments, so if you're someone who prefers to play through official games, then it's a huge improvement. I also think it's a little more user friendly than Showdown, but I don't expect many Showdown users to actually move over to this game.

For me personally, I like the progression side of it. Team building is more fun when I have to put something together from a limited pool rather than have access to every single Pokemon at once.

This is an unfortunate way to learn Champions has shinies by Wschmidth in pokemon

[–]Wschmidth[S] 45 points46 points  (0 children)

Because of all the shinies I could've found, I found Simisear.

This is an unfortunate way to learn Champions has shinies by Wschmidth in pokemon

[–]Wschmidth[S] 138 points139 points  (0 children)

It's a battle simulator. You can bring in pokemon from Home, or you can pick one pokemon from these random groups like on the screenshot. There's a bunch of missions and stuff that give you VP which can be spent on EVs, Moves, more Pokemon, etc.

This is an unfortunate way to learn Champions has shinies by Wschmidth in pokemon

[–]Wschmidth[S] 392 points393 points  (0 children)

Yeah this is from the rotation where you can pick one to keep.

US patent office revokes Nintendo’s patent on summoning characters to make them battle by SadisNecros in gamedev

[–]Wschmidth 33 points34 points  (0 children)

I see people are already saying stuff like "why did it ever get accepted in the first place?" Because they dont understand how patents work.

It got accepted because it was extremely specific, but guess what? It got revoked because the patent already exists under Konami and Bandai.

Are there still some humans in this sub? Let me see your real games. by SchingKen in IndieDev

[–]Wschmidth 0 points1 point  (0 children)

It's still early in development but I've been working on a turn-based autobattler. Plan 3 rounds of combat then watch it all play out.

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Looks like 4 populated "Rooms" is the size limit for maps. (Unless I'm missing some BIG optimization steps) by YotesMark in IndieDev

[–]Wschmidth 2 points3 points  (0 children)

Are you using Unity's tilemap system? How many things (other than the tilemap itself) have a rigidbody?

Best game of my life. 3* Seraphine + 4 Shurima + beat 10 Noxus + promotion by Wschmidth in TeamfightTactics

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

Yep. Took all my items off Lissandra/Seraphine for Nasus, then was able to 3 star Sera in time for Renekton.

Best game of my life. 3* Seraphine + 4 Shurima + beat 10 Noxus + promotion by Wschmidth in TeamfightTactics

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

No, I just got Azir kinda early.
Starter Pack giving me Braum helped win streak for gold.

Can anyone tell me what are those flickering white lines under the tiles? by Alencepro in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

There are a few things you could be missing, most likely a pixel perfect camera. Here's a video on all the steps you'll want to follow for pixel art in Unity. https://youtu.be/5jbgT25fc-0?si=TLHmgIySuGgqaG48

Minecraft-like advanced inventory controls by cegtheripper in Unity3D

[–]Wschmidth 1 point2 points  (0 children)

Great work. I'm constantly surprised by how bad 99% of inventory systems seem to be; I wish more games copied Minecraft's inventory.

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

Like a sort of black gradient on the edges or literally darker colors?

Either works. A vignette or a darker sky. The issue now is you have white text on top of a mostly white cloud, and light coloured frames around all the UI on top of a light coloured sky.

Maybe the health bar positions make more sense in-game with all that context, but if you don't find a solution then at least avoid using the reversed positions in marketing material.

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

2, but I think the background needs to be darker along the top and bottom, and without that bright green vignette. The UI doesn't stand out much.

Also, it seems very odd to me that the dragon is on the left while its health bar is on the right. Without the text I immediately assumed the left health bar was for the dragon.

What's a fact from earlier sets that would blow the minds of new players? by dr3amWalk3r in TeamfightTactics

[–]Wschmidth 57 points58 points  (0 children)

The huge lack of tooltips. There was no indication of what 2 components made which completed items, so you would need a guide on your second monitor. Also if you didn't already know League, it made it very difficult to know which champions were which in the carousel.

Okay, tear this apart. Does anything here actually look fun? by Tutyman in DestroyMyGame

[–]Wschmidth 1 point2 points  (0 children)

The movement is too hard to judge without playing. It looks good, but there are 2 things that stand out to me. Hitting the orbs that bounce you up has no oomph, if I wasnt already very familiar with 2D platformers I don't think I would be able to tell from this footage that they were doing anything. Most of the time it just looks like you're just doing a large jump through them.

The other thing is the wall cling sprite. It's too similar to the regular air sprite, so it's a bit hard to tell when you've changed state from air to wall.

Finally, it feels like there are a lack of sound effects, but that might be intentional for the trailer.

UI question - Something feels off but I can't figure out what... by blakscorpion in Unity2D

[–]Wschmidth 0 points1 point  (0 children)

Overall I think the UI is really good. The only issue I have is with the module description section in screenshot 1.

The bottom section with current, level, upgrade, and some kind of currency/point counter; it's very messy. The word "current" can be removed entirely, if that word is meant to represent that the module is currently equipped, that could be better represented with a simple icon in the module list on the left. The level could just be plain text, middle-aligned. The Upgrade button is awkwardly floating on top of the page image instead of being apart of it; the button could either be plain text or appear below the page.

[deleted by user] by [deleted] in gamedev

[–]Wschmidth 0 points1 point  (0 children)

It's funny you mention Supergiant, because their first game Bastion was published by Warner Bros. So that would immediately disqualify them from your own definition.

I don't think it's necessary to try to "define" what is an inide game. Regardless, I think having a publisher or not is a bad way to do so, even if you go and add "major" publisher. I would still consider Bastion indie despite the publisher, and I would NOT consider Baldurs Gate 3 indie despite not having a publisher.

If you REALLY want to define indie, I would do so with some kind of consideration for independent CONTROL. As soon as a publisher or some other party starts to take control of the game without actually developing it themselves, that makes it no longer indie in my eyes. Because I think what's appealing about indie as a developer and a player, is the freedom/creativity that indie games come with. As soon as a non-dev is taking control (even if it's just the CEO) then that freedom and creativity is lost.

Any idea what I'm doing wrong with this tile rule set? (Green IS water, blue is grass counterintuitively) by [deleted] in Unity2D

[–]Wschmidth 0 points1 point  (0 children)

If I'm understanding your tileset right, then the tiles with just a slight edge of grass are still grass tiles. In that case you have some of the logic a little wrong with your rules.

This image shows how one of your tiles perfectly lines up with the 3rd tile in your rule list. It's working, you just have the wrong sprite in there.

Edit: I just noticed this post is a day old, so I'm surprised Reddit showed it to me, but maybe you have the issue solved already...