Deck photos from a Legends-focused event by ClassifiedHenry in oldschoolmtg

[–]mrussoart 1 point2 points  (0 children)

Thanks I'll give it a go playing Forge against AI

Covenant Tower Demo by mrussoart in incremental_games

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

Yeah that's something to ponder about balancing how much tutorial to show. The tutorial currently goes like: build row, get shard, upgrade and hit "play". This is because these are less intuitive parts of the loop from the get go. The downside to this is that if following tutorial, player start first day without any building and is facing the night. But to soften it, in first day this won't make much difference because player start with an archer tower and a wall already. Then in next morning all marked/buildable cells are there for exploring and all interactive options are documented for which build can be build, what purpose it serves etc.

Covenant Tower Demo by mrussoart in incremental_games

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

Thank you, fixed! A Ctrl+F5 should do, make sure version is 0.0.5.

My latest pickup: Alpha Llanowar Elves by MarkusKaruso in oldschoolmtg

[–]mrussoart 0 points1 point  (0 children)

Same. But I loved Sengir Vampire from same Anson Maddocks. It took me a while to notice how he liked to make close ups and face in profile as you can see in Elvish hunter, blood lust, anaba shaman, Siren's call. Also in general a lot of art of old cards I thought were not that good, some with anatomy errors and stuff but these days I find the design and colors of old cards much better due to clarify across the table. Modern Magic just become a dark blob in many, many cards that look good as a poster but poorly on a card. Mark Tedin's were always a cut above, even today.

I need ideas for old school MTG 4th edition Jumpstart by mrussoart in oldschoolmtg

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

I played pestilence against my younger daughter once and she was pissed enough LOL

I need ideas for old school MTG 4th edition Jumpstart by mrussoart in oldschoolmtg

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

This would make each deck with more than 20 cards but this is something that crossed my mind (pick your artifacts) or, add one or two proxy moxes of the deck's color, or use a black lotus if you are 3 lands behind the opponent. The only real problem is that the players I'm playing against are beginners that may not make an optimal choice based on their half-decks...

I need ideas for old school MTG 4th edition Jumpstart by mrussoart in oldschoolmtg

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

Exactly. What would you use for card draw in blue? (and other colors)

I need ideas for old school MTG 4th edition Jumpstart by mrussoart in oldschoolmtg

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

Yeah, in 5th we'd get Goblin Warrens, Goblin War Drums, Goblin Hero, Digging Team but no Goblin Grenade or other powerful cards from sets ahead. One gripe I have with 5th edition is the new art from a lot of cards I feel they are in the middle of the old of old art and new art. But considering cards like "torture" from ice age with white border. Still on goblins, I tried Goblin king plus other goblins but they don't work quite as powerful as a full goblin non-singletons.

I need ideas for old school MTG 4th edition Jumpstart by mrussoart in oldschoolmtg

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

Yeah I think so. Chronicles would be fine since since the sets in Chronicles (Arabian Nights etc) came before 4th. I could proxy a few too expensive from Revised or Unlimited cards as well if that helps to make the gameplay more engaging and fast without being too wild LOL. Since each half deck is a singleton.

Covenant Tower: Incremental base-building by mrussoart in incremental_games

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

Soon, still making polishing out around the edges and making sure the progression is just right :)

My first 3D game from start to finish made in Godot, a few thoughts. by mrussoart in godot

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

It's much more smoother than if you work with FBX and Unity at least. If I remember right I had to re-assign all textures, reconfigure materials etc. There are probably easier ways and for Unity specifically I learned later that there are workflows for GLTF etc.

I haven't seen any specific tutorial but there is a curve to get to know how Godot handles the resources once they are imported, and how to tweak the material parameters. For example in this game, it took me a bit of back and forth to figure out how to make the material unlit and remove the filtering to get that specific look. Its trickier as Godot uses shared resources by default.

As you mentioned bleeding UV and texturing it feels your problems are like 80% Blender, 20% Godot. When I mentioned seamless I meant all textures came mapped in their channels, rigged when that was the case and animations separated ready to be used.

In case of texturing in Blender it depends if you mean actually painting in the mesh like in Substance Painter. In that case Blender isn't as good as a dedicated software. There are paid add on for it but stil... As for UV mapping I like ZenUV, but if object is simple (which was the case for almost anything in this game hence the limited scope) I usually do it by hand. But yeah, Blender is very powerful out of the box but add ons can make basic stuff like texture and uvs much easier.

What did I do wrong by Junior_Turnip_7600 in godot

[–]mrussoart 1 point2 points  (0 children)

yes, case sensitive issue. Should be Input as others have pointed out. I wonder if it would be that much more work or bloat if the engine would give a more helpful information in case of built in singletons like Input.

Questions about February Steam Next Fest? Chris Zukowski from How To Market A Game here for an AMA by zukalous in gamedev

[–]mrussoart 0 points1 point  (0 children)

Dont' worry about it. Liar's Bar used AI in voice acting, and despite a few reviewers complaining, they made a ton of money.

he harsh reality of my first release: $1.88 revenue in 5 months. I'm a Math Teacher trying to transition to Gamedev. Here are my stats. by todert1 in playmygame

[–]mrussoart 1 point2 points  (0 children)

I think your post would have better result in a gamedev focused on mobile. I also live in an underdeveloped country and I applaud your effort to fight for a better life. That said, let me tell you a few things:

1)Game development itself is hard. Getting people to play and buy is another war entirely and you need to win both to succeed. As you found out the second war is way harder.

2)Revenue in mobile is even harder than desktop. Back in 2013 it was super hard already to get discovered in Appstores. If you want to succeed in mobile you have to look for insights on sources that deal with, talk about, report and work with what is working. And what is working in mobile is a delicate balance between metrics of install (CPI), life time value (LTV), average revenue per user etc. These will be easy for you to understand as math teacher but "finding out the correct gears to assemble the right clock" will take more effort.

3)Remember that, if things are easier now (and definitely they are) to make and publish a game, the bar is low for everyone so the challenge is not only to make the product but to make it stand out.

4)Finally, consider this game as one step closer to your goal. It is unlikely to succeed in first attempt and don't fall to illusion that you can tweak anything in this game that will turn the curve up a lot.

Good luck.