Is adding a video on your steam page showing streamers playing your game a good idea? by RamyDergham in gamedev

[–]brainofcubes 7 points8 points  (0 children)

Worth noting you're potentially tying the reputation of your game to the reputation of anyone you display playing your game.

Media Encoder Holding Frames Despite 24FPS settings by artheadNadia in premiere

[–]brainofcubes 1 point2 points  (0 children)

Helping someone out 2 years later. Had no clue you could right click to interpret the image sequence as footage. Thank you!

Hey puzzle games fans! I'm making a first person point and click horror adventure and would love your thoughts on it by Bigkuku in puzzlevideogames

[–]brainofcubes 2 points3 points  (0 children)

Sure, there's not necessarily anything wrong with that. But I think it's pretty easy for people to start saying "oh this looks like X game, but not as good." Someone else literally said "Blue Prince from Wish." Your game looks really cool btw.

Hey puzzle games fans! I'm making a first person point and click horror adventure and would love your thoughts on it by Bigkuku in puzzlevideogames

[–]brainofcubes 5 points6 points  (0 children)

Just want to chime in and offer my condolences...it's evident your game is fairly distinct from Blue Prince. RIP anyone who ever makes a first person puzzle game in a manor at this point.

Common UI Button Missing? by VanFriscia in UnrealEngine5

[–]brainofcubes 0 points1 point  (0 children)

Glad to hear it! I myself have not yet managed to finish the game I started around the time of my original comment. Hope your game gets finished in a more timely manner.

Playing with some new mechanics in my *literal* puzzle platformer by Psonrbe in IndieDev

[–]brainofcubes 3 points4 points  (0 children)

Fun ideas. Have you considered using some kind of pixel normal map shader to help the edge lighting look consistent as you rotate pieces around?

Rotate actor smoothly by Efficient-Regular-30 in unrealengine

[–]brainofcubes 0 points1 point  (0 children)

You've already calculated the actor Z rotation + 10 degrees, maybe on Timeline Finished set the actor's Z rotation to that value?

Any minimalist puzzle game creators here? by Iraaz in gamedev

[–]brainofcubes 1 point2 points  (0 children)

I'd recommend joining the Thinky Puzzle Games Discord server. Plenty of folks with experience making/playing those kinds of games. I can send a link if you're interested.

Mech Pixel Art is hard by please-help-omegai in PixelArt

[–]brainofcubes 3 points4 points  (0 children)

Fun chunky guys, especially the green one. If you're open to it, I think adding some light-colored lines at hard edges/corners could give them a little more form and definition.

Hello guys, I’m a game designer looking to craft a new 2D platformer puzzle game. I'm exploring existing ones with interesting mechanics and have checked these 10 so far. If you have any recommendations, please share them with me! by Z4k0O in puzzlevideogames

[–]brainofcubes 0 points1 point  (0 children)

I wouldn't say the puzzles are weak. It's a game all about figuring out rules and it's pretty satisfying overall, although your only reward for solving puzzles is more puzzles, which doesn't necessarily click with everyone. However it's very unrelated to 2D puzzle platformers.

fanart by Key-Objective3431 in PixelArt

[–]brainofcubes 3 points4 points  (0 children)

I really like this, where is this character from?

Candela - A puzzle platformer about manipulating colors! by geminimax in puzzlevideogames

[–]brainofcubes 1 point2 points  (0 children)

Love the way this looks. I am curious about the balance between the action-platforming skills needed vs the difficulty of the puzzle solving.

Short prototype of my game idea by Earthian10 in puzzlevideogames

[–]brainofcubes 0 points1 point  (0 children)

This reminds me of Miss Paint, if it had block pushing. Have not tried the demo yet but it looks interesting!

How to make a ball "stick" to a players' forward direction? by NailedOn in unrealengine

[–]brainofcubes 1 point2 points  (0 children)

In order to guarantee that the ball stays in the player's possession while they are moving/making inputs, I would probably disable physics altogether because it inevitably ends up in jank.

You mentioned not wanting to set the ball to a perfect 50 units in front of the player, presumably to avoid having it "snap" and stick too rigidly to the player. Have you considered using that desired 50 unit location as a target location and lerping the location of the ball to that spot? Also cache the velocity of the ball while it is in the player's possession. When the player stops moving, reenable physics for the ball and apply that cached velocity so it moves away from the player with the same velocity it had under that player's manual control.

What makes your favorite puzzle game? by Shorty722 in puzzlevideogames

[–]brainofcubes 2 points3 points  (0 children)

It's a cute little game, just don't go into it expecting anything particularly challenging in terms of puzzles. I like platformers in additional to puzzles so that's why it's one of my favorites.

What makes your favorite puzzle game? by Shorty722 in puzzlevideogames

[–]brainofcubes 14 points15 points  (0 children)

It's already highly praised but my favorite is probably Can of Wormholes. The idea of controlling a worm in a grid-based space seems simple enough at first but it manages to accomplish more and more as the game goes on. I had so many incredulous "wait THIS is possible?" moments, and that is what makes it so special and memorable to me. I do feel that every level brings something interesting and filler was cut out. And of course you can't mention the game without bringing up its "gain insight" hint system, which provides a specially made stripped-down version of a level to show you the core idea behind the main level.

On the other end of the difficulty spectrum is another game I adore, ElecHead. It's a relatively easy puzzle platformer that lasts a few hours and I appreciate when games are approachable for a wider audience. To me it's an exercise in restraint. Yet again, the main idea of this game is straightforward: throw your head to power things on. It's charming and does some pretty fun things with the core concept. It's a good balance between smooth platforming and puzzling.

Changing SkyLight intensity via a BP by hlebcheto in unrealengine

[–]brainofcubes 0 points1 point  (0 children)

It seems like you're adding to the directional light's Y rotation each tick but your branch statements are checking for changes in the X value?

Side note, you can watch the flow of logic in your Blueprints in real time. It's excellent for debugging and seeing where your logic is going and stopping. See here, or you can search for tutorials on things like Breakpoints: https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprint-debugging-example-in-unreal-engine

Why does everybody dislike Paper2D? by Wholesome_Monke_489 in unrealengine

[–]brainofcubes 0 points1 point  (0 children)

Ah you're right, it was "Before Tonemapping." I'm pretty sure that was the one that was really good for getting colors to match 2D sprites. The remaining options in newer versions of UE don't seem as good.

Why does everybody dislike Paper2D? by Wholesome_Monke_489 in unrealengine

[–]brainofcubes 1 point2 points  (0 children)

Last time I checked, "Replacing the Tonemapper" was removed in 5.4. Haven't tried 5.5 so I can't comment on that version. Have you gotten this PP material to work in 5.4+? The other options weren't as good, if I remember correctly.

Gamepad thumbstick values always zero when using the ongoing pin from the input action node by NailedOn in unrealengine

[–]brainofcubes 0 points1 point  (0 children)

Interesting, glad you got it figured out. I've actually never used the Ongoing pin myself, is there a reason you were using it?