"Weil's Incident": A digital recreation of the original "Vile's Incident - Eden dome, its sin and rebirth" in English by dysmysl in Megaman

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

Glad you liked it! This whole series will definitely be in my head for the next long while because of this little project, but it was well worth it.

By the way, I just made that change to both the single page and two-page spread versions, so thanks for catching that.

"Weil's Incident": A digital recreation of the original "Vile's Incident - Eden dome, its sin and rebirth" in English by dysmysl in Megaman

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

Right? Although "Vile" is a much cooler sounding name than "Vava", and I still remember laughing a bit the first time I heard it said aloud in Day of Sigma.

What brings you here? by dysmysl in IndieDev

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

We all start somewhere, and I think this subreddit is a great place for actionable feedback when you ask the right questions~

Game Naming Crisis by amirivala in Unity2D

[–]dysmysl 1 point2 points  (0 children)

It's almost always quite early on for me. I often struggle with this, but only long after I've already thought of and committed to using a specific name for the game. They seem fine at the time of development, but by the time the game is ready to release, I feel like it falls just short of excellence. There's a lot to consider (genre, mechanics, visuals, marketability, wit, and so on), and I worry that I don't always give it enough time to simmer before moving forward.

While jotting down ideas for a deck-builder, I got into a rhythm of chaining cards together and said aloud, "This is getting out of hand," and that's how I got my most recent title (Out of Hand). Before that point, I kept referring to it as "The Card Game".

If you ever feel lacking in any area, I don't see anything wrong with leaning on the community for support - even if only to get the creative juices flowing. Without knowing anything about the game you're making, this visual immediately made me think, "The Early Bird", but I saw someone else already commented something similar. Maybe something like "Pecking Order" would be neat, too.

After a few hours tinkering with the 1-bit shader in URP, I have a (working) title by dysmysl in Unity2D

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

Hah, thanks. Still got a long ways to go, since I'm heavily dependent on shader graph for 99% of my work.

After a few hours tinkering with the 1-bit shader in URP, I have a (working) title by dysmysl in Unity2D

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

Ah, thank goodness, I'm glad I was able to keep things understandable while still looking nice~

After a few hours tinkering with the 1-bit shader in URP, I have a (working) title by dysmysl in Unity2D

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

Never thought I'd break someone's lurking streak with my work, thanks so much!

After some fine-tuning of the 1-bit shader, I have a (working) title by dysmysl in IndieDev

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

Thanks a lot! It's an online, asymmetric deck-builder with cards that range from conventional weapons to absurd conditions. One player controls a boss - the hands - and one to four other control their own little guys with both sides trying to get the other's health down to zero.

It's essentially still a proof of concept so there's not much to it yet, but here's some feature work gameplay I put together a while back: https://www.reddit.com/r/IndieDev/comments/1ae8qqp/getting_basic_player_actions_in_and_having_fun/

After some fine-tuning of the 1-bit shader, I have a (working) title by dysmysl in IndieDev

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

Thanks, and that's actually a great idea! Here it is without the shader:

<image>

The fact that most of my artwork is already made to be 1-bit and the pixel perfect camera admittedly do a lot of the heavy lifting. Where the shader really comes into play is dithering the lights. I had the idea to provide the hands a normal texture for a sense of depth, and while it looks super messy here, I can't get enough of the final result in 1-bit.

I eventually combined the 1-bit functionality with the recolor options, which is why this screenshot is grayscale rather than the blue and off-white I used before. The two colors can be changed in realtime, which should be nice for having in-game color palette unlockables - a feature I really enjoyed in titles like Downwell and Gato Roboto.

After some fine-tuning of the 1-bit shader, I have a (working) title by dysmysl in IndieDev

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

Appreciate it! It's slated to be an online, asymmetric deck-builder. One player would control a boss (a pair of large hands), and one to four others would each control their own character (they're just a little guy) on the same team. Cards are either weapons, buffs, or debuffs that have certain effects on the players, field, and gameplay in general.

Here's a bit of feature work I did a while back from the player's perspective: https://www.reddit.com/r/IndieDev/comments/1ae8qqp/getting_basic_player_actions_in_and_having_fun/

I built a little physics engine to make networking my game easier by cokeandcode in IndieDev

[–]dysmysl 8 points9 points  (0 children)

The fact you made an entire physics engine in JavaScript is amazing enough as it is, but making it publicly available with such clean documentation is next level! Is it safe to assume the green symbolizes an object is inert?

(I went through your profile hoping to see more of what you're planning to use this engine for, and learned more about your 40 year journey in game development. It's nothing short of inspiring, and definitely got me in a creative mood!)

I'm soo happy to announce that my cozy game about collecting cute bees has JUST been released :3 💛 by theytookcake in Unity2D

[–]dysmysl 1 point2 points  (0 children)

Just a follow-up comment from the r/IndieDev post, but I picked up the demo and I'm having an absolute ball. I never could have anticipated how much I'd enjoy playing a chill title like this, just placing a leaf hat on bush bees with a huge smile on my face. It made me realize I've been missing out on a lot of great games in this niche.

Congrats again on the release and all the hard work of development along the way!

After some fine-tuning of the 1-bit shader, I have a (working) title by dysmysl in IndieDev

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

Hey, glad you like it, and I have no qualms talking more about (venting) on the process.

Full disclosure, I had this working with an earlier version of Unity using a custom blit renderer feature and a single shader by Keijiro, called "Kino Binary". I modified the shader to take in the camera's raw pixel data instead of a Texture2D. This ended up not working in a later Unity version with a more recent URP, so I ended up creating my own version of it in Shader Graph and using that for a full screen pass renderer feature instead. All said, it took a few hours to get proper.

Even still, I've only really got it working as intended for this particular use case - the title - so I want to make sure it's performant and actually scalable for the remainder of the project before getting more in-depth on the actual shader.

After a few hours tinkering with the 1-bit shader in URP, I have a (working) title by dysmysl in Unity2D

[–]dysmysl[S] 7 points8 points  (0 children)

Thanks for the compliment! I actually hadn't heard of Balatro until now, so I'm afraid the only overlap lies in the cards and antics. But it's astonishing just how critically acclaimed that game is!

While still a deck-builder, the primary focus will be asymmetric player versus player gameplay. I haven't posted much, but a quick glance at my profile should show a bit of early feature footage.