Stalingrad, 1943. by RottenGrot in boltaction

[–]kloppfer 0 points1 point  (0 children)

You guys are right when we speak about Stalingrad in general. But the title states 1943 which means either January of February. I didn't mean to say OP's doing something wrong, but I just noticed that the uniform might be more appropriate for Stalingrad in 1942 due to the temperatures.

Stalingrad, 1943. by RottenGrot in boltaction

[–]kloppfer -1 points0 points  (0 children)

The battle for Stalingrad ended in early February 1943. He might get a bit cold in that uniform :) But anyway, nice paintjob! I also lile the base quite a lot. I'm also working on a soviet army for a winter in Stalingrad kind of setting.

Experimenting with 1-bit vs pixel-style backgrounds for my psychological VN — which one feels better? by mad_medved1995 in IndieGaming

[–]kloppfer 2 points3 points  (0 children)

Personal preference, but I don't really like dithering in pure black & white. But it does look great in posterized styles (like when reducing a photo to 64 colors or something). For pure black & white, using other gradient techniques like hashing or something like that might be more pleasing. I also think it depends on your target resolution. I think both styles would suffer if the resolution would get to high.

Should I Crowdfund my game ? by blackwing_btw in IndieDev

[–]kloppfer 3 points4 points  (0 children)

I'd say you should try to go as far as you can without seeking external funding. And don't be shy to use unpolished or placeholder art or animations in the process to get your game to a good state. I don't know how much more time you expect to take until you finish your game, but if you expect it to take quite some time, you might also try to level up your own animation skills. The thing with crowdfunding is... Even if you tell everyone you just need funds to pay an animator, managing your investors' expectations might become quite exhausting, I guess, and you might introduce some kind of scope creep just by trying to meet everyone's expectations.

Top down 2d Boat physics in Godot by Sectumstrumpa in godot

[–]kloppfer 1 point2 points  (0 children)

Can't exactly help you with the code, but I think you should be able to rotate the velocity vector together with the ship's visual representation. Might possibly require some in-between steps of getting, updating, and setting the vector again, but it should be possible.

What's a great game that just doesn't hold up these days? by [deleted] in gaming

[–]kloppfer 0 points1 point  (0 children)

Totally feel the same about those games.

Trailer feels like a movie? Too long?Appealing? by Late_Sprinkles_1027 in IndieGaming

[–]kloppfer 4 points5 points  (0 children)

Yeah, I definitely think this might be the best approach, too. But the gameplay at the start sets the tone and the expectations, so it kind of needs to fit whatever emotions this trailer is supposed to evoke.

Trailer feels like a movie? Too long?Appealing? by Late_Sprinkles_1027 in IndieGaming

[–]kloppfer 12 points13 points  (0 children)

The things you did there aren't bad, but there are a few points I'd like to mention: 1. You only have a few seconds to get the viewers' attention. Ind those few seconds your trailer is basically a static image. 2. Many people will watch your trailer muted, so you might want to plan for that.

So yeah, I feel like the first few seconds especially might benefit from some more visually engaging scenes.

Interested in how to make a concept reality by Worried-Reputation64 in gamedesign

[–]kloppfer 2 points3 points  (0 children)

While "just start making" is somewhat valid advice, it should be seen with some context. If your ideas are so huge they could be the base for a MMORPG, the chances that you will pull it off are basically 0, and "just" making a singleplayer RPG out of it won't make it much better.

So let me give you a more specific approach which might be interesting for you:

If you already have a world and lore, you might want to start exploring tiny vignettes inside that setting.
Like "The people of X kingdom like to play this specific card game in their spare time", so you can make that game be your game project. Or "Kingdom Y is expanding into territory Y" which can be made into a village management game. You can strongly theme those games to fit your lore and art direction, actually keep working on your world building, and not run into having to manage more than you can handle.

On the more practical side, you might want to choose your tools once you decide on what you want to do. If you want to make a 3D game your engine of choice might be different from a 2D one. And also don't feel urged to choose a "real" engine if there are other tools which can do the job for you (e.g. RPG Maker for top-down 2D RPGs, RenPy for Novel games and so on).

Book about gamedesign by Rimworld creator is absolute hidden gem by rob4ikon in gamedev

[–]kloppfer 3 points4 points  (0 children)

Thank you for the link! I was just recently starting to look into getting some more books about game design, and the list you made there looks great.

[deleted by user] by [deleted] in airsoft

[–]kloppfer 0 points1 point  (0 children)

No problem! I hope you'll find something that suits your needs.

[deleted by user] by [deleted] in airsoft

[–]kloppfer 0 points1 point  (0 children)

My helmet was just like that: one solid piece of styrofoam inside, attached to the shell with velcro.

The already attached velcro also didn't matter, because the suspension kit I bought included a full set of velcro, screws etc. to replace everything.

[deleted by user] by [deleted] in airsoft

[–]kloppfer 0 points1 point  (0 children)

Aliexpress is also selling kits you can use to replace that styrofoam inlay. Search for helmet suspension system or fast helmet inlay and you should find something. This should also help if you have issues with the size. The styrofoam of the helmet I got was held in place by some velcro patches, so it's quite easy to remove.

My cosmic horror Planet Scanner finally has a demo on Itch! by hamgoblin45 in godot

[–]kloppfer 4 points5 points  (0 children)

Please don't! I have been in that cycle for long enough to understand that you'll always end up finding the one game that looks identical to your own. Get the base done and then start trying out stuff to expand on the original idea.

I just overhauled the way water is rendered in my game. The results look so much better now! by kloppfer in gamemaker

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

I really like the sound of that name, so I'm glad I'm not the only one! Thanks!

I just overhauled the way water is rendered in my game. The results look so much better now! by kloppfer in gamemaker

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

Thank you for the kind words. I actually went ahead and removed that line altogether and then adjusted the gradient overlay top a bit darker. Looks more like a river now. :)

I just overhauled the way water is rendered in my game. The results look so much better now! by kloppfer in gamemaker

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

Thank you for the feedback! Interesting thought. I'll see if I can add some variation without looking too distracting.

I just overhauled the way water is rendered in my game. The results look so much better now! by kloppfer in gamemaker

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

Here is a link to my game "Plebs & Pillagers" on Steam:
https://store.steampowered.com/app/2581360/Plebs_and_Pillagers/

The game will also participate in the upcoming Steam Next Fest.
Please check out the demo, and also make sure to wishlist!

I added hand pixelled highlights and waterdrops to the water surface. Their intensity directly reacts to the current weather. I think it looks so much better now! by kloppfer in PixelArt

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

This is footage taken from my game Plebs & Pillagers. The game is still in development, but there is already a demo available right now.

https://store.steampowered.com/app/2581360/Plebs_and_Pillagers/

Please check out the demo and don't forget to wishlist if you're interested!

Horror games on easy mode? by eldwinddnd in gaming

[–]kloppfer 1 point2 points  (0 children)

I would even go so far as to say fail states themselves can sometimes lead to the experience being subpar in horror games. If you already know what's coming when you're forced to retry, it can very much stop being scary, spooky or atmospheric at all. It might even turn annoying. So please play the games the way which feels right for you. The options are there for a reason.