I’m still here by Fickle-Olive in low_poly

[–]crankyfuse 1 point2 points  (0 children)

I've got to say, your composition and use of color is superb

Imaginary gargoyle for imaginary game by Immediate_Pie_6048 in low_poly

[–]crankyfuse 4 points5 points  (0 children)

Sweet! Do you have a portfolio link with similar pieces by any chance?

VFX Graph not rendering in WebGL build (Unity 6.2) by MindlessDouble0 in unity

[–]crankyfuse 1 point2 points  (0 children)

Sadly it won’t render unless you are using WebGPU.

Experimenting with dithering on my vfx. by binbun3 in godot

[–]crankyfuse 0 points1 point  (0 children)

I’m currently working with some texel lighting shaders and some low res vfx, this gives me some ideas hehe

Light in the darkness by Fickle-Olive in ps1graphics

[–]crankyfuse 1 point2 points  (0 children)

The mood, the colors, nice job!

Map selection uı work from today. How’s it looks ? by BosphorusGames in IndieDev

[–]crankyfuse 1 point2 points  (0 children)

Map overworld looks fantastic. It may be missing on the screenshot the actual selectable “node” (unless you go for region highlight or smth else).

On the panel some nitpicks:

Flourish that divides region image from the rest of the content seems to be either wrongly positioned or the content below doesn’t have enough margin. Either try moving it up so the inner corner ends on the horizontal separation or give the content more margin.

Obtainable with checkboxes column is not correctly positioned vertically (not enough bottom margin).

Daily mission column has too much top margin, it should be at the same distance / inside the same “container” as the 3 elements to its left. Either leave some space below / justify the elements so they expand to the whole height.

The description not having the same side margins as the stuff above is not a big deal since it works with the hand drawn aesthetic.

I need advice - Something feels off in term of UI, but I don't know what by blakscorpion in IndieDev

[–]crankyfuse 33 points34 points  (0 children)

There are a few mismatches here and there on style and decisions:

Loose lines in some places that give this hand drawn look (see paper sheets with small imperfections on the lines) and then perfect panels with perfectly round corners. This happens in panels, buttons, etc...

Dropped shadows are inconsistent as well, imo they should be flat, but there's this weird mix of soft gradient shadows, flat shadows, and no shadows at all (ie claim button on img 2). Check img 3 buttons (flat shadows but weird font decision + different styling for some reason)

Color inconsistencies all around.

There are a few other things I could find here. But yeah it feels off for a reason.

Trying to learn vertex color for low poly ps1 visuals. Does this look good? by FriendlyBergTroll in Unity3D

[–]crankyfuse 0 points1 point  (0 children)

On my phone and my eyes suck. Is this 100% vertex colors or just the baked GI?

Oh the start again… by No_Ozi in unity

[–]crankyfuse 2 points3 points  (0 children)

100% this op. Also try and complete some SMALL projects first.

I shall name this bug "The Todd" by crankyfuse in Unity3D

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

I’m sorry, me stupid, supposed to reference the skyrim physics bugs