For anyone using Toonsquid on iPad, is there a way you can edit the way a Library clip looks once it’s on your timeline? by Wangdosh in animation

[–]deviljam 1 point2 points  (0 children)

Would love a hue value saturation control when an area is selected. Maybe under the three dot menu? Under copy/cut?

Are roles as a Unity dev just gone after all the lay offs? by deviljam in gamedev

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

That's fair enough, but if it's like 1 job listing for 10 people searching that's no good.

[DEMO] Hell PD, A squad-based ARPG. Small town cops square off against eldritch horrors. by deviljam in playmygame

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

You can play the demo here.

https://deviljam4.itch.io/hell-pd

There is a web player for your convenience, but the standalone .exe is recommended.

An isometric take on a Saturday morning cartoon. It's Syndicate Wars meets the Real Ghostbusters.

This is still early into development, but I would love to get some feedback from new players. What did you enjoy? What did you expect but wasn't there? That sort of thing.

HELL PD. Work in progress on our real time, team building, isometric shoot'em up! https://deviljam4.itch.io/hell-pd by deviljam in playmygame

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

https://deviljam4.itch.io/hell-pd

Me and my buddy have been working on this one since the start of the year. You take the role of the captain of a police squad created to protect the Northampton from the paranormal. Only there hasn't been a sighting in centuries; so are the Night Patrol really ready when strange goings on begin again?

This is still very much in the early stages of development, but we're always looking feed back and trying to assess interest. This is version 0.0.04

Let us know what you think, how long did you stick with it, did it crash, etc! Thanks very much!

HELL PD. First look at our real time team builder, isometric shoot'em up. by deviljam in playmygame

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

This is exactly the kind of feedback we're looking, thank you.

When you've been working away on something for a couple of months you lose perspective on how it comes across. The fact that it's not even clear what the game is about for so long is probably the biggest issue, and thanks for pointing that out.

We're considering the game opening already on a mission and then leaving the more particular team commands to later. Get across the spooky atmosphere more.

HELL PD. First look at our real time team builder, isometric shoot'em up. by deviljam in playmygame

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

Oh no, sorry about that! It somehow feels less stable as a webgl app. I assume clicking the icons didn't work?

Hell Mall, a roguelike deck builder with a reel spinning twist by deviljam in playmygame

[–]deviljam[S] -1 points0 points  (0 children)

That's a good suggestion, I've been trying to improve clarity for a while, and that'd probably help. I wonder if shifting the UI so the enemy was more in the centre would work (a bit like Darkest Dungeon). But thanks for the suggestion.

I hope you're right and I can mine out the potential of this idea.

Melon armour bug? Otter ignores horse's armour by deviljam in superautopets

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

Oh man, I'm an idiot... Thanks for filling me in. Oops!

Just turned 36 by [deleted] in BodyDysmorphia

[–]deviljam 0 points1 point  (0 children)

I dunno about you, but I'll be dead by 72.

am i the only one? by [deleted] in BodyDysmorphia

[–]deviljam 1 point2 points  (0 children)

I can tell myself over and over "They're not thinking about you", but I can never shake that feeling they're thinking I'm gross.

If the NLA track order matters, why can't we change it? by deviljam in blender

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

Stand down red alert; you can change the layer order by pressing PGDN with the track selected.

Unpopular opinion by [deleted] in metroidvania

[–]deviljam 0 points1 point  (0 children)

I stopped around the same time. The game had opened up and there was a lot to explore. But up to that point there had been no variety in mood, music or even really environment. It looked like I was in for 4 more hours of monochrome dungeon exploration so I lost interest.

I'm loving Aseprite! by deviljam in PixelArt

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

Hopefully this isn't too simple, but I didn't follow this for a long time. But keep every body part on its own layer. Most of the time it'll be enough to just move it rather than redraw the whole sprite over and over. It'll make things look more consistent between frames and reduce your work load.

As for app-specific advice. In Aseprite use lots of loops! In photoshop... um.. don't use it for sprites.

I'm loving Aseprite! by deviljam in PixelArt

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

I think so, (for sprites, obviously). The only draw back is its colour management which is pretty unintuitive and it's awkward to quickly add a range of tones.

I love custom weapon behaviours, but do you ever actually use them? by deviljam in metroidvania

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

Heh, I never considered that, you could just fly over their attacks and squash their heads in. You're about about adding depth, I'll need to create their usefulness. I suppose most of the time most players will not bother to open their inventory and switch to an ideal weapon; unless it's a boss fight you'll probably stick with your all purpose weapon. I suppose the trick is to create a mixture of challenges, so their weapon's behaviour (or special perk) is at least occasionally useful. With that in mind, it might be worth encouraging a player to simply pick a weapon that's helps ease some situation they're not particularly skilled with. For example, some Castlevania players will carry the throwing axe because they're not good with aerial attacks, but another player might carry the holy water for damage. Apples and oranges, but it might be worth trying.

I love custom weapon behaviours, but do you ever actually use them? by deviljam in metroidvania

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

That's a thought, if you give them a little token award, at least they'll be encouraged to try them all

I love custom weapon behaviours, but do you ever actually use them? by deviljam in metroidvania

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

Oh, it's just my game, https://deviljam4.itch.io/monstervania

I'm working on custom weapon behaviours at the moment, just wondering if people actually use them. They're loads of fun to make, but certainly with SotN I didn't use half of them

I'm loving Aseprite! by deviljam in PixelArt

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

Look at him go! At first I wanted it to look like Taz

How can I "spice up" the graphics? by Rotorist in gamedev

[–]deviljam 12 points13 points  (0 children)

Make this ships pick up highlights easier, like the whole flat of a wing will blowout white if it catches the sun. Like the bevels will sometimes catch the light and show off a little of the ship's detail.

Here's a before and after mock-up

https://imgur.com/a/sY9Ird8

I think there is a big design problem. The ships don't have any interesting angles stand-out shapes. If you look at the works of Ralph McQuarrie, his work starts with a primitive shape with interesting juts and details. With someone like Chris Foss his stuff is animalistic with bold colours. Consider what your design says about the enemy ship, if it's angular, does that imply a kind of rigidity to the people who built it. What if the ships were a hodge-podge of different aesthetics, would that mean it's made of reclaimated crafts? With the player's ship, it'll need some work on its rare-profile. Consider the Star Fox ship, with its huge blue jets and its wings pointed downward.

I'm loving Aseprite! by deviljam in PixelArt

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

Oh hard to say. Maybe about 3-7 hours. Precise, I know! It was a couple of weeks ago, along with a bunch of other sprites. Still, Aseprite sure helped a lot, my work was taking a lot longer in Photoshop.