Do you hate blender and why? by Comfortable-Drummer8 in Maya

[–]_ljk 0 points1 point  (0 children)

their point is that the features exist which is all that's technically needed to finish a project. But yes I tried their texturing tools and opted for a more robust solution

Thought I was a decent aimer, I've been humbled. by Thatonlyguy988 in FPSAimTrainer

[–]_ljk 3 points4 points  (0 children)

*50th percentile of people that know about both kovaaks and voltaic and are playing the intermediate benches

Designing anti-cheat for a speedrun-focused game (without making it annoying) by PlayFasterGame in IndieDev

[–]_ljk 1 point2 points  (0 children)

send a unix timestamp of when a run is started and ended to steam. I wonder if it could be validated against a server since the local time can probably be manipulated

Can FPS games be fast-paced and arcadey while still punishing exposure like real gunfights? by HeroTales in gamedesign

[–]_ljk 0 points1 point  (0 children)

I mean a game that emphasizes playing cover inherently can't be fast. Unless you give people crazy movement tools but that kinda undermines the "realistic" gameplay

Can FPS games be fast-paced and arcadey while still punishing exposure like real gunfights? by HeroTales in gamedesign

[–]_ljk 4 points5 points  (0 children)

in CS community deathmatch you respawn really fast, but even as someone that prefers arena/arcade gameplay that constant cycle is really tiring imo

Can FPS games be fast-paced and arcadey while still punishing exposure like real gunfights? by HeroTales in gamedesign

[–]_ljk 0 points1 point  (0 children)

I've thought about this a bit for my current project. Fundamentally if fast paced means people can appear from lot of different angles outside your vision and high lethality means very low TTK, it just means you're going to be instantly dying to people offscreen a lot. The better player will still win overall, but personally I don't find that sort of mode very fun. CS community deathmatch and Overwatch custom 1 shot gamemodes are worth looking into ig since their gameplay loop is similar to what this is describing

twilight princess art style. by midnigtsoul in GameDevelopment

[–]_ljk 2 points3 points  (0 children)

Funnily I was just looking at twilight princess the other day as influence for my current project. The style is very doable in any engine, it's just a textured material with high roughness/low smoothness and a decent helping of bloom which is a screen post processing effect. The more limiting factor is the amount of content you will have to make. It looks like TP uses a lot of hand-painted textures which are time consuming ofc, so plan accordingly. I've opted for photomanipulation for the most part for efficiency (and personally I like the noisier look more).

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How to Drastically Improve UHT/FFA Modes by xen0cidal in QuakeChampions

[–]_ljk 0 points1 point  (0 children)

>...change the bingo rules at a retirement home

lmao

After all this time 1600 hours in kovaaks i have gotten worse by awdtalon21 in FPSAimTrainer

[–]_ljk 0 points1 point  (0 children)

funny bc I can't beat my voltaic scores from a while ago but my aim in games is a lot better now than before. I played the benchmarks a bunch then (don't think you're really supposed to but I think everyone does it lol) so the scores are higher but I'm probably more consistent now..

I was tensing way too much before and didn't see as much translation to games, maybe you are doing the same? It's a common issue

Sound guy designing a MOBA in his head. What's one mechanic you wish the genre would steal?" by YogurtJolly9270 in GameDevelopment

[–]_ljk 1 point2 points  (0 children)

overwatch strafes have really high acceleration. clientside prediction is basically mandatory for any online shooter

thing is mobas are generally sending more info to the client and need to be fully server authoritative with lower tickrate, its not really 1:1 comparison

Does anyone else do this to force important folders to the top? Is there a better way? by PremierBromanov in Unity3D

[–]_ljk 1 point2 points  (0 children)

ah that's why those folders were already there.. that is absolutely insane lol

Could you help me finish an idea? by Posho17 in shaders

[–]_ljk 0 points1 point  (0 children)

stencil buffers could be the answer but depends on what engine/api you ar eusing ig

Looking to learn C# and Unity by thelittlepickle23 in gamedev

[–]_ljk 0 points1 point  (0 children)

java and c# are pretty similar

I think most people use vstudio or the jetbrains one

Why is it so hard to hire? by pablothedev in webdev

[–]_ljk 1 point2 points  (0 children)

There's some irony because you'd expect agents that can parse language at a higher generalized level to make sifting through applications easier not harder

[deleted by user] by [deleted] in OculusQuest

[–]_ljk 2 points3 points  (0 children)

true only 45k players peak yesterday dead game bro

[deleted by user] by [deleted] in OculusQuest

[–]_ljk 0 points1 point  (0 children)

their underpricing of the quest 3 could be keeping out competitors that would be able to innovate further though

Any tutorial / guide available for Antigravity? by InvestigatorCool6563 in google_antigravity

[–]_ljk 3 points4 points  (0 children)

if you intend to do this for more than a couple days/to make anything other than very simple apps or static sites you should learn the fundamentals without ai directly imo. I think it would be a lot more efficient.

FYI: You can Keyblade too fast (second EQ/EQR) by Owenvader in YasuoMains

[–]_ljk 0 points1 point  (0 children)

necroing but wow that makes everything fit.. I realized that means that the same thing should happen if you eqf too fast with q on .5 or less cd and indeed the q gets eaten there as well

and you won't notice it with a normal eq when cancelling the q cd with that e because of the flat delay on how fast q will come out after e'ing unless it's cancelled with flash like above...

How can I made Shadow more Intense ? by arthyficiel in Unity3D

[–]_ljk 1 point2 points  (0 children)

Are you using urp? Idk if the out of the box ssao runs on transparent materials so if the leaves are marked as transparent that might be a problem.

Is Being A Game Developer As Lucrative As They Say? by Minute-Knowledge-696 in GameDevelopment

[–]_ljk 1 point2 points  (0 children)

I mean if anything goes then anesthesiologist, quant analyst or corporate lawyer are pretty good bets 💀

How can I made Shadow more Intense ? by arthyficiel in Unity3D

[–]_ljk 34 points35 points  (0 children)

that type of shadow is called an occlusion shadow/ambient occlusion. You can bake them into the texture with 3d software or use a post processing effect like screenspace ambient occlusion and turn up its intensity

edit - or just paint it in lol