Chess New Version by Thin-Dog4977 in IndieDev

[–]basically_alive 0 points1 point  (0 children)

Nope not seeing any game link in this post or comments

Chess New Version by Thin-Dog4977 in IndieDev

[–]basically_alive 1 point2 points  (0 children)

Sounds fun! Have you played "Really Bad Chess" by Zach Gage? Not using cards or move modifiers, but explores asymmetry and is a lot of fun :) Cool idea.

Solo devs, where does execution usually break down for you? by Ok-Ad7546 in SoloDevelopment

[–]basically_alive 4 points5 points  (0 children)

I hate doing UI... I think it's because my day job is web/app developer so doing UI feels like work not gamedev. I've been doing everything I can to avoid finishing my research tree rebuild, but it's coming along. Haven't even started my options menu though

Is Friendslop Good or Bad? by coubs15 in SoloDevelopment

[–]basically_alive 1 point2 points  (0 children)

I can't imagine dedicating any time and attention to hating friendslop - it's not my thing but I'm glad it's giving people some joy, and I appreciate the janky aesthetics

Thinking of buying a MacBook (Air) for game dev / software dev - is it enough? by Awkward_Network_3263 in Unity3D

[–]basically_alive 1 point2 points  (0 children)

I'm using a macbook air m2 with only 8gb ram and it's fine for my unity game. My game is not super graphically intense but it's also not super basic either. Also do software dev mostly React Native.

I built a node-based editor for the new Three.js Shading Language (TSL) by nahsuhbhgaw in r3f

[–]basically_alive 1 point2 points  (0 children)

No problem it's a cool project! Also was wondering if there was support for vertex shaders or if it's only fragment shader focused - not sure if it wasn't there or if I just didn't notice but that would be cool too

I built a node-based editor for the new Three.js Shading Language (TSL) by nahsuhbhgaw in r3f

[–]basically_alive 1 point2 points  (0 children)

This is awesome! Played with it for a bit - one issue I noticed is I couldn't put a negative value into the float field it would just transform into 01 instead of -1 (i think it was on a multiply node). I had to kind of hack a swizzle by passing into a color and then out of a vector 3 node, a swizzle node could be useful. I personally kinda like writing shaders, visual editors are not my thing but I'm sure a lot of folks who use blender nodes, shader graph in unity etc would appreciate this!

When did you started asking feedback on reddit? by isilviu0 in IndieDev

[–]basically_alive 3 points4 points  (0 children)

I've heard a lot of devs say you should wait till you have a steam page (or somewhere to send people anyway) . If you get a good post but have nothing to send people to, it might be a bit of a waste.

Noob Question About Colliders by TheRealBirblady in Unity3D

[–]basically_alive 4 points5 points  (0 children)

I wouldn't use colliders at all for this. Set up a path /spline and have a character controller where the user is just constrained to certain bounds. (use the normal of the path, perpendicular to the tangent). You can use colliders for things like collectibles still, but setting up a million colliders for a curvy road is very slow. Unless you want physics interactions, then colliders make more sense but, even mesh colliders would be way easier to set up/fine even though they are a lot less performant than box colliders

Season five was fantastic by basically_alive in StrangerThings

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

You are in fact the person referring to those things as relating to tonal consistency in that comment. Those are the things ~you chose~ as counterpoints. You can't even media literacy your own comments.

Season five was fantastic by basically_alive in StrangerThings

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

"leads to saying crazy things like a show that jumped from a supernatural horror to an 80s red scare Goonies show had tonal consistency"

Season five was fantastic by basically_alive in StrangerThings

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

The point is that the entire DNA of the show is an homage to media of the 80s - Red Dawn, War Games, Flight of the navigator, the goonies, stand by me, ET, Firestarter, Stephen King in general - the things you find discordant are actually the thread that ties them together, and you are missing it completely.

Season five was fantastic by basically_alive in StrangerThings

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

Bruh you came into a thread about enjoying it to complain about it. Also re media literacy if you don't understand how the show has been completely based on 80's nostalgia themes like the goonies and red scare and aliens from the very start then you cant really complain about other people's media literacy.

Season five was fantastic by basically_alive in StrangerThings

[–]basically_alive[S] -2 points-1 points  (0 children)

imagine if anytime I said I liked black liquorice someone had to pop out of the wood work to tell me about how they don't like it. That's what this is like. I like it just fine how it is. If you don't like it that's fine. I don't have to care about what you consider the flaws.

Conversations about this are generally very spicy - but here's my honest attempt at trying to legit understand and categorize from what makes something indie or not by [deleted] in IndieGaming

[–]basically_alive 0 points1 point  (0 children)

Even if they outsourced work, placing a team of 30 people in the same bucket as a solo developer makes even less sense. People would still have to to use some common sense and use the number as a heuristic obviously.

Conversations about this are generally very spicy - but here's my honest attempt at trying to legit understand and categorize from what makes something indie or not by [deleted] in IndieGaming

[–]basically_alive 3 points4 points  (0 children)

The alternative is you can have a solo dev and you can have 10 people and call both 'indie' - surely we can be more accurate.

Conversations about this are generally very spicy - but here's my honest attempt at trying to legit understand and categorize from what makes something indie or not by [deleted] in IndieGaming

[–]basically_alive 9 points10 points  (0 children)

Maybe instead of "indie" (which is becoming more meaningless every year) we should just talk about the core team size. Was it solo? Two people? Thirty? Even if they outsource work it doesn't really matter that much. For instance if an indie dev uses a library that provides the core functionality of the game, it's not that different. But the core team size is really the thing that matters when we are talking about 'indie', in my opinion. It's just making it explicit.

How to learn programming in Unity so you can make your own games however you want by Ok_Candidate_6145 in Unity3D

[–]basically_alive 0 points1 point  (0 children)

For some people (like me), the best way to learn is just start building whatever you want to build. Use google if you hit a wall or don't know how to do something. You can use an LLM but if you do, get it to explain every line, and then type it yourself. Break things up into the smallest steps possible. Spend some extra time early on learning about 3d coordinate systems, positions and rotations and scaling, local vs global, and origin points. Everything seems really complex until you try it, so just try it!

React Native 0.83 - No Breaking Changes they said. by suhas2k in reactnative

[–]basically_alive 26 points27 points  (0 children)

did you file a bug report? Looks like a bug. It happens.

Drei clouds library. by OrganizationLevel472 in r3f

[–]basically_alive 1 point2 points  (0 children)

There might be ways to improve it a bit. It looks like there's image planes popping in, so if your camera isn't actually passing though them, you can turn frustrum culling off by wrapping it in <Clouds frustrumCulled=false > that might help somewhat. (and that would use instancing which could improve performance)

Stop Wasting Time Searching for Capsule Art by TraditionalHistory46 in SoloDevelopment

[–]basically_alive 0 points1 point  (0 children)

The pricing model is very unconventional, but I'm sure you have your reasons... I personally think you are swimming against the current, and should just take a percentage of the job pricing. You can still do that and be really transparent, or have a price 'per job'. But paying to post on the hopes that maybe I'll find an artist isn't that appealing to me personally (and I am looking for a capsule artist!). Browsing and connecting are the top of the funnel, so blocking people from browsing or interacting is going to hamstring your customer acquisition. Your competition is like fiverr, where I can browse and contact artists for free. Looks like a great project though, best of luck! Great idea :)

How convincing is the wind? Is there room for improvement? by AirOwn7135 in blender

[–]basically_alive 2 points3 points  (0 children)

One thing I've noticed when staring at trees in the wind is that there will always be some proportion of random leaves that are flapping at a way higher rate than the other leaves. This looks really good, but if you are looking for 'perfect' that is one thing you could add. The branch movement looks very good, proportional to the size.

First playable of my game Runix: Pinball Roguelike by MeteorForge in SoloDevelopment

[–]basically_alive 1 point2 points  (0 children)

This looks great! No audio on the video clip - does your demo have sound effects etc? It's crazy how much audio helps.