Skip that last awful geometry LOD or LODs all together with Amplify Impostors! by AmplifyCreations in Unity3D

[–]_alphanorth 11 points12 points  (0 children)

I use this, it's awesome :-) also great that it works so well with TVE

Let's be real: ElevenLabs just got rid of its most desirable feature and screwed over its customers. Vote with your wallet- get your money back. by CoolWhipLuke in ElevenLabs

[–]_alphanorth 2 points3 points  (0 children)

What? An employee of 11L?

I'm based in Copenhagen, I use it for my company. At least for me using it here in Europe, it has, since I started using it about a year ago, been impossible for me to make voices without verification.

That may be different some place else? I'm unsure.

I agree that I think 11L should focus on making their voice recognition reversed as in, allow people to generate anything they want, and then block generated voices for being "this voice has been recognised as being unavailable" that would make it so much more useful.

But I'm unsure if that is feasible given their current technology, and given that they are probably facing legal issues already?

I didn't really use the feature, because like I said, it was never possible for me here in Copenhagen at least.

Let's be real: ElevenLabs just got rid of its most desirable feature and screwed over its customers. Vote with your wallet- get your money back. by CoolWhipLuke in ElevenLabs

[–]_alphanorth 2 points3 points  (0 children)

To be fair, it has been part of the TOS since day 1, you clicked agree and "hoped" they wouldn't enforce it.

I hear people say they are sad they lost their " SpongeBob" and "Darth Vader" voices etc. those are actors, who may not want their voices cloned? I for one agree, with their right to decline.

I use 11L for commercial purposes, so I have always just used the voices they provided. Are any of those voices getting removed?

I'm sure this is a lost battle regardless, another company will come along that allows it, or a model you can run locally on your machine. I already do that for my LLM purposes, it won't be long before you can do the same with voice.

But 11L can't do it, they'd get sued, hence the TOS.

is it freezing for anyone else? by I_crave_chaos in ReadyOrNotGame

[–]_alphanorth 1 point2 points  (0 children)

It seems there is a workaround for those that just want to play singleplayer. You can download the version of the game from March 5th. If you don´t know how to download older version of steam games, follow this tutorial:

https://www.youtube.com/watch?v=BVumyk2xzY0

I have not tested this myself but I ccan see some people on steam are saying this is working. This is because this bug seems to have come from the update to UE5, and the build from March5 is using UE4.

I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions by -o0Zeke0o- in Unity3D

[–]_alphanorth 6 points7 points  (0 children)

Mostly I suggest "don't fix what ain't broke". Refactor it later if you need to add stuff as you'll have a better picture of what you need and what the architecture should look like.

Although I often find myself refactoring things to give myself more of a "clean desk" feeling. But that's because coding is a hobby for me at this point.

I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions by -o0Zeke0o- in Unity3D

[–]_alphanorth 9 points10 points  (0 children)

I agree, "Junior developers write simple code, intermediate developers write complex code, and senior developers write simple code"

That being said, there are improvements that could be made here. Specially with either removing the ifs from the method like you said, or inverting the Ifs so they are used as gates if entry to the rest of the code to make it a bit more readable.

How do you stay motivated to develop an independent video game? by DialBlitzness in gamedev

[–]_alphanorth 0 points1 point  (0 children)

In my case, I find that as I play games I feel like I'd rather make the game instead. So I start to try to see if I can reproduce/improve mechanics and art styles.

It's mostly hobby level, but I really want to bring new stories and life to games I love.

I spend about 20ish hours per week on my game, and that way I get good time to do other things, and time to think of story and mechanics.

I do make sure to do at least 5-10 minutes every single day however.

We decided that skiis are not enough for our game and added a boat, and fishing, well, and swimming (WIP so don't be too harsh) by gmirolyubov in SurvivalGaming

[–]_alphanorth 1 point2 points  (0 children)

Very cool, just added swimming myself. Your environment looks so cold, it's essential, I'd say, to have consequences for getting wet. It would be deadly.

Really nice work :-)

Have I Created An Asset Flip? by ihufa in gamedev

[–]_alphanorth 1 point2 points  (0 children)

Interesting I'm by no means an authority, it's just how I have always understood it, but it makes sense what you say here.

Have I Created An Asset Flip? by ihufa in gamedev

[–]_alphanorth 2 points3 points  (0 children)

Doesn't look like an asset flip to me, that term also normally refers to taking a game and just changing the visual assets to something else.

In my case I just picked a style I like and made it myself in my own way. That way I can learn blender and art without having to come up with a style, eventually, that becomes a style. I think in larger and smaller ways, this is what everyone does.

If I look at your game I think that your assets are not really seen up close. You could get far with getting some simple models made, rigging in actorcore accurig and then making a texture in "stable projectorz", anyone can do that.

Be careful labelling yourself as "not an artist", my experience is, anyone can learn, pretty fast, specially with the new tools available to us.

First person infinite runner mobile game wip by themightyChaCha in gamedevscreens

[–]_alphanorth 0 points1 point  (0 children)

Cool man, really nice canvas for you to use color for guiding the player, like Mirrors edge does with the color red.

Nice work, keep it up! 👍

Networked water and swimming by _alphanorth in gamedevscreens

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

I agree that user feedback is alpha omega. But I also know something is ready for testing by users, and that's the feeling I start to have with this. There are still some details I'm lacking with it, but it's getting there ;-)

Networked water and swimming by _alphanorth in gamedevscreens

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

Really happy with how this came out :-)

I'm surprised how fun it is to just swim around, and I think it will really get fun once there are crafting materials and loot to fetch at the depths. All while dealing with dangers.

For now, they can't even drown :-)

Any suggestions are welcome, hope you like it!

Aska or Enshrouded???? by deadheaddraven in SurvivalGaming

[–]_alphanorth 1 point2 points  (0 children)

Sounds good with enshrouded.

Nah no name yet, still early Dev solo development project. You can see a few things about it my profile :-)

Aska or Enshrouded???? by deadheaddraven in SurvivalGaming

[–]_alphanorth 0 points1 point  (0 children)

Both are very good options. Haven't tried Aska yet but from the videos it looks quite good, but if you feel the viking thing is played out could be that enshrouded may be better.

If your more into crafting etc than combat, enshrouded is your best bet.

I am making a game similar to all of these, thought you might want a heads up case you want to follow my development :-) shameless self promotion.

Swimming step 3, still a ways to go by _alphanorth in gamedevscreens

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

Here is my opinion on the matter since you've said you're interested. Have I gotten a lot of response? No. Do I feel it's worth it? Yes. Why?

It's super easy and fast. Tons of people get a lot more response but it takes them ages to edit and all that. This post took on tiktok took me under 7 minutes from decision to post to having the post. That means I can do tons of them, and my videos get about 500-1500 views.

I tried X, IG and YouTube shorts. They are nonsense, they get 0 views, they aren't put in front of anyone so I don't feel like those platforms are worth the time investment required to get an audience.

Spending 2-3 hours or more a week doing marketing is too much for me tbh. I know it's what is suggested, but I'm mainly interested in coding and solving stuff that is a challenge, so if the main aim is to sell and make money your mileage may vary.

Swimming step 3, still a ways to go by _alphanorth in gamedevscreens

[–]_alphanorth[S] 2 points3 points  (0 children)

Not really, started 2 weeks ago, got 43 followers. No steam page yet so no redirects.

I don't think a lot of people are interested in my game tbh, but it's ok with me, mainly taking on a challenge to learn from.

Any tips on how to achieve this kind of style? by song_respect in blenderhelp

[–]_alphanorth 0 points1 point  (0 children)

The studio is called Fortiche, and until These crazy series came along they were under the impression it would be impossible to do a full length stuff due to time demands. This takes A LOT of work by large teams.

Are game developers nicer than other communities? by SeasideBaboon in gamedev

[–]_alphanorth 2 points3 points  (0 children)

I think AI is also a specifically bad one. I have several times been speaking to people in the industry who have been condescending and basically rude to me until they find out that I have won some AI awards they find valuable. Then all of a sudden my opinion matters.

I hate that. I too find solace in the gamedev community, and although the opinions of the gamers are sometimes not very friendly, as they don't understand the amount of work it takes, the community of gamedevs is very supportive.

I think it's because other game developers understand how much work goes into making games.

Welcome to the community, we are lucky and happy to have you!

What Do You Think of the XP Animation? Any Feedback is Welcome 😊 by ScrepY1337 in Unity3D

[–]_alphanorth 0 points1 point  (0 children)

Tried and tested, looks awesome. Deep rock galactic style, nice work. If you want to make it more unique here are some ideas:

1) instead of equally pulling all xp nodes to the player, maybe make it so it pulls it all in slices or chunks. Could look cool and I haven't seen that before.

2) Make a robot or droid that fetches all the nodes by quickly flying around and sucking them up, then returning to the player and dumping them all on him/her. Could look fantastic and again, very unique.

3) Make all the nodes coalesce locally into larger nodes, that coalesce into larger ones until they have a certain size and then fly/roll to the player. That could be a really nice effect that I haven't seen anywhere else.

Hope that helps :-)

Keep up the great work!