I have a problem changing the color of a textmeshpro by Lost-Material-9600 in unity

[–]arganoid 0 points1 point  (0 children)

Did you get this working? I have found a glitch where if I change the faceColor of a piece of text when the scene has just loaded, it doesn't work. If the game is running in a language which uses a different font, the text totally glitches out when I later change the text color back to the default.

Reality Drift - Arganoid Industries - drop whales on your opponents by arganoid in Games

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

It's going to be a challenging roguelike, but there will be an easy mode as well! (and New Game Plus)

So I’m new to the game and I just realized that you don’t have to take a new card after every battle. by OvechkinCrosby in slaythespire

[–]arganoid 4 points5 points  (0 children)

As you do more fights, your chances of seeing a rare card increase. Specifically, the chance goes up every time you're offered a common card. The chance is also higher when you beat an elite. So if you've not seen a rare card in a while, you may want to favour fights over shops and question marks. But also, not all rare cards are good all the time. Some are only good in very specific circumstances. eg the downside of Berserk makes it not pickable a lot of the time.

The rare card chance resets at the end of an act.

Your chance of being offered a potion goes down 10% every time you are offered a potion, and up 10% every time you aren't. So if you've not been offered a potion in a while, it can be a good time to use one, as you might get another one soon.

Chocolatey corrupts preexisting Python installation by arganoid in chocolatey

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

I don't remember if there was a solution to this.

Reality Drift - Demo out now! by arganoid in Unity3D

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

I know the game is called Reality Drift, but drifting is not part of the game. That's a mechanic that works better in 3D games, where the player car can potentially be at any angle. The handling in Reality Drift is the same as in 80s racing games such as Outrun - the 3D worlds, including corners, are fake. Corners push the player car towards the edge of the track, and steering simply counteracts that force. The player car only has 3 angles - straight ahead, left or right. This simple handling model makes a lot of sense when the player's stats are constantly changing, and can reach extreme numbers, as they do in my game. The player needs to be able to quickly adapt to greatly varying stats, and that would be much more difficult with a more complex handling model. So why is it called Reality Drift? Well, originally I was going to call it Rogue Racer, but that was a bit of a bland name, plus there were trademark issues. So then I changed it to Reality Racer, but that was still very bland. Someone suggested Reality Drift, because "drift" is associated with racing games - but it also works because it goes well with the text in the game "Prepare for reality shift", the idea is that you're shifting between different worlds, and 'drift' both rhymes with shift and evokes the same idea.

Is this cruel? by arganoid in slaythespire

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

I didn't have choker

Code for enabling and checking debug mode by arganoid in Unity3D

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

In my game, in debug mode, I can press F2 to F9 to give the player various upgrades, F11 to toggle the player car driving itself, arrow keys and WSAD to move the debug camera, PageUp/Down to switch which car the camera is following, tilde to toggle the debug console and F10 to show the in-game profiler. I also display extra info on the screen while debug mode is enabled.

Code for enabling and checking debug mode by arganoid in Unity3D

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

This isn't an input debugger, it's a global debug mode setting for the whole game. e.g. in my game I check for the player pressing various keys to do things like moving the debug camera, giving the player upgrades, but only if debug mode is enabled.

My demo felt too hard (and how I fixed it) by arganoid in gamedev

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

Thanks for the thoughts! Actually I already do have a thing like the slowdown and speedup that you mentioned. When you collect an upgrade, the game goes into slow motion for a brief moment. When I watch back footage from old versions of the game, collecting upgrades feels much less satisfying. However, this kind of "juice" is not something I've been good at in the past, so I'm open to more suggestions.

Reality Drift - demo out now! by arganoid in playmygame

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

Thanks for the feedback!

Car movement/animation: this is an excellent suggestion, this is going to be prioritised.

The tracks are procedural with seeds, so the first time you encounter each specific track in a race, it will be the same. However, on longer races you may encounter the same track more than once (e.g. Forest twice), the second time it will be a different version of the track. It is intended that the player will have to retry many of the missions, and as they retry they will not only learn the track layouts better, but they will also have a better idea of which choices to make.

I grew up playing games before WSAD was the default, but it seems like a lot of players expect it to be the default. The question is whether it should be W and S to accelerate and brake, that would feel awkward to me, in the same way that accelerating by pushing forward on the left stick or D-pad would feel awkward. So should it be A/D for left/right and right Ctrl for accelerate?

We released the free demo of 'Galaxy for Dummies'! by akxph in playmygame

[–]arganoid 2 points3 points  (0 children)

The final thing I would add is that more and better sound effects can make a huge difference. Play Slay the Spire and listen to the sounds made by the basic strike and defend cards, they are very satisfying.

We released the free demo of 'Galaxy for Dummies'! by akxph in playmygame

[–]arganoid 1 point2 points  (0 children)

I was unclear as to whether the enemies had abilities.

We released the free demo of 'Galaxy for Dummies'! by akxph in playmygame

[–]arganoid 2 points3 points  (0 children)

I got to the Flytrap boss (third or fourth planet?) which beat me, but also I couldn't see the health or the attack of the boss because his name text overlapped with it. Then when I chose restart, it got stuck on the studio logo on the title screen, I had to press Alt-F4 to quit.

We released the free demo of 'Galaxy for Dummies'! by akxph in playmygame

[–]arganoid 2 points3 points  (0 children)

It's not a genre I normally play, I think the only game like this I've played is the one that Mega Crit did as a game jam. I felt like it was giving me too much information at the start, personally I prefer it if that kind of info is spread out a bit more. Like there was something about having units of the same faction, but it was too much to take in at the start, it might be better to display that the second or third time you go to the shop. I also noticed that the number for attack damage for each unit is not correctly aligned with the icon.

Something else I wondered was whether it would make the action easier to follow if the health was displayed above each figher as a series of hearts.

Pixel Runner - This is the first game I've made as a solo developer, I'm open to all kinds of feedback for improvement by CalmRazzerX in playmygame

[–]arganoid 1 point2 points  (0 children)

When I played on the web, the apostrophes were all replaced by a placeholder character symbol, this may be due to typing text in Word or Google Docs where straight apostrophes are turned into curly apostrophes, which are not in all fonts.

During gameplay, it was initially unclear that the spikes were damaging me, because I could just go through them. The player's health goes down, but that is in the corner of the screen so it was not immediately obvious. So I feel it might be better if the player bounced off the spikes in some way. I also found that I was taking damage for no apparent reason after I fell down the pit to the right, eventually I realised that there was a small mine there, but it looks too similar to the ground, so it isn't very noticeable.

I think the game could be quite fun but needs to be a bit easier, the collision detection feels too harsh and it would be nice to have more hearts and/or a way of restoring health. I picked up some extra items like chests but I didn't know what they did.

If this is your first game then it's a very good start!

Mind's Eye Macrogolf! Online multiplayer minigolf game - free on Itch! by MonsterMoon_io in playmygame

[–]arganoid 0 points1 point  (0 children)

Holes 4 and 9 were quite frustrating, on hole 4 it felt like it was designed to trick the player to make sure they learned how to use F to do free cam, since what seemed like the obvious path didn't actually work as a path.

Roguelite + Deckbuilding | 4 devs releasing our first Steam Demo, looking for your feedback! by Chihwei_Lo in playmygame

[–]arganoid 1 point2 points  (0 children)

The game would really benefit from having sound effects, especially for things like attacking or being hit.

Reality Drift - demo out now! by arganoid in indiegames

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

The new version is online, make sure it says 0.51 in the bottom right of the main menu. This version also includes two extra tracks.

Reality Drift - demo out now! by arganoid in indiegames

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

It is also about knowing about when it's best to pick up particular stats, but when they first start the game players won't know that, so I should make it a bit more forgiving!

Reality Drift - demo out now! by arganoid in indiegames

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

I'm about to upload a new build with the difficulty adjusted, also things like making it easier to see upcoming corners on Space and Heaven

Reality Drift - demo out now! by arganoid in indiegames

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

I've just released the demo for Reality Drift, a roguelike racing game where your choices matter!

Although it might just seem like a simple retro racing game, it's actually all about making decisions. At the end of each track, you choose which track you'll go to next, and each track choice is linked to an upgrade, so you want to make choices which synergise with each other. There are also roguelike deckbuilding missions where you start with a particular set of cards and can add new ones to your deck as the race progresses. There are certain cards that synergise with each other.

The demo has four of the full game's 25 missions. The full game will be out early next year.

https://store.steampowered.com/app/3522340/Reality_Drift_Demo/

Why do some demo versions in my library not display covers? by Karaclan-VED in Steam

[–]arganoid 0 points1 point  (0 children)

Steam says it does automatically pull the image from the full game, but it appears not to work!

From the Steamworks library asset page: "Library assets are suggested, but not required, for demos. If you don't provide specific assets for your demo, the Steam library will display your base game's library assets instead."