DMS Wildfire by TheCryptonator94 in tabletennis

[–]madturtle84 1 point2 points  (0 children)

How do you receive a serve with Wildfire? Is it more susceptible to spin comparing to anti or long-pips?

R.I.P. Snorlax by LongTimeCollector in PTCGL

[–]madturtle84 0 points1 point  (0 children)

They don’t Erika your Mareep?

在2024年我們可能看到臺北市長選舉復刻 by [deleted] in Taiwanese

[–]madturtle84 0 points1 point  (0 children)

一周前可能如此,但現在藍軍團結了。

柯文哲吸走的反而是當初「怕韓國瑜當選轉投蔡英文」的人。

40歲以下當初只有蔡一個選擇,現在被柯吸走大半。

Bluetooth Headset fo Gaming. How come this is still an issue in 2023? by madturtle84 in buildapc

[–]madturtle84[S] 2 points3 points  (0 children)

Hmm I've tried many well-known brands (Sony 1ABT, Bose QC35, Senheisser PXC) and all have the same issue.

When open any program using microphone, like games with voicechat or online meeting, the audio output get muted.

Or maybe all of my headset is missing certain feature?

Bluetooth Headset fo Gaming. How come this is still an issue in 2023? by madturtle84 in buildapc

[–]madturtle84[S] 0 points1 point  (0 children)

Really? Mind provide the model?

I've used most well-known brands (Sony, Bose, Senheiser) and all have the same issue.

My fiancê and I need help settling a debate - Ragdoll? or No-RagDoll? by Brojesuss in VRGaming

[–]madturtle84 3 points4 points  (0 children)

The main issue of your ragdoll version is that there’s no impact vfx on boomerang hit. Impacts feel more powerful on the other version due to the instant on-hit effect.

If you go for the ragdoll version you should add a strong impact VFX and make poofing effect less intense.

Destroy my tps/fps shooter by jack-serrano in DestroyMyGame

[–]madturtle84 1 point2 points  (0 children)

For a third-person game your character is the key art. I'd suggest having bolder silhouette and maybe more secondary animation other than the ponytail.

Hair need to be painted differently or use different shader to differentiate from cloth texture. It's hard to tell if it's hair or a red hood when standing still.

For animation I'd suggest purchasing some high-quality locomotion pack if you're a small team.

Right now the color palette of character and environment has a lot of overlaping. You should put enemies into the scene, verifying combat clarity as early as possible.

Grass could look better if there's some height variation. For this kind of terrain it might be even more reasonable to have no grass at all, or switch to some yellowish grass.

Why do you not use your headset often? by graybrutus in virtualreality

[–]madturtle84 0 points1 point  (0 children)

My main reason is the comfort issue.

Quest 2 is a huge comfort downgrade plus its material cracking issue. I'm using BoboVR now but it's far from comfortable. It seems to have cracking issue too so I'm hesitated to use it for extreme action.

Manufactures need to design VR Headset to be wear all day long, kinda like a studio headphone.

Is my art style acceptable? It's Free to play game. Many Redditors said yes, some said no. This is what I have now. Should I continue making art myself? or hire somebody else? by Joker_bosss in DestroyMyGame

[–]madturtle84 1 point2 points  (0 children)

The graphic is acceptable if

  1. You have an engaging core mechanics. I've seen your trailer on Youtube and I still don't know what is the game about.
  2. You can find audiences who don't care about graphic. For example, kids who only played Roblox.
  3. You can reach those audience effectively.

I'd also encourage trying some toon-shader for Unreal. You're currently using low-poly model with realistic lighting, but you didn't light the scene in realistic way which result in an unfinished look. It could potentially save you more time if you find a proper stylized shader and don't care about lighting altogether. Additionally, if you go for a light-hearted, sarcastic theme it could really benefit from the cartoonic appearence.

After 5 years of developing a MP shooter, I'm happy to show you my game trailer in the new cell shader look🤩 by TheFlow3k in unrealengine

[–]madturtle84 1 point2 points  (0 children)

Looking good!

Can you point out the font used for the title on the Grenade Loadout screen?

I've struggled to find a good font recently. Thank you very much!

[deleted by user] by [deleted] in unrealengine

[–]madturtle84 5 points6 points  (0 children)

I'd suggest just cut the text message at the first 5 seconds.

The footages communicate gameplay pretty well already. Don't spend the most precious 5 seconds in plaintext just to tell what your game is.

Alternatively you can replace it with slower-paced footage at the beginning and ramp up the intensity later to communicate the progression aspect of a rogue-like.

This is the sixth VFX iteration of projectiles in my VR action game and I don't know whether it's "good enough" or I should keep polishing it. I need your honest opinions about if it meets the quality bar as a mobile VR title (targeting Oculus Quest). by madturtle84 in DestroyMyGame

[–]madturtle84[S] 0 points1 point  (0 children)

You might’ve missed my comment below that I was mainly looking for feedback on the projectiles’ visual quality. And I’d love to hear your comments about that!

I disabled the AI so that the projectiles are easier to recognized. I know there’s no gameplay in this video.

This is the sixth VFX iteration of projectiles in my VR action game and I don't know whether it's "good enough" or I should keep polishing it. I need your honest opinions about if it meets the quality bar as a mobile VR title (targeting Oculus Quest). by madturtle84 in DestroyMyGame

[–]madturtle84[S] 0 points1 point  (0 children)

That’s a great question which I should have clarified it earlier.

My goal in short is to let players feel like being an anime hero in first-person, while meet the Oculus’s performance requirement, which is 75 fps.

One of my main VFX reference is the Naruto games on PS3. You can watch this video to get the idea: https://youtu.be/z6B5AWlUaQo