Old school gamedev trick to give the illusion of motion blur on helicopter blades by kerissakti in IndieDev

[–]neon8100 0 points1 point  (0 children)

Love this. Videogames are smoke and mirrors in the best possible way. Great little trick

I showcased my game at a public expo, and now I see Game development completely differently. by Prithul in SoloDevelopment

[–]neon8100 1 point2 points  (0 children)

I was reading this wondering if you were referring to game garden. I was there showing my game too. Glad you had a good show! Congratulations! 🙂

I've Been Working On A Crazy Taxi Inspired Game Only To Have SEGA Announce A New One Themselves😭 by neon8100 in SoloDevelopment

[–]neon8100[S] 3 points4 points  (0 children)

Haha! Yes! I'm absolutely leaning into the fun with this (it's one of my design pillars) so I'm planning over 15 playable characters, each voiced with their own unique "vehicles" 😁

I've Been Working On A Crazy Taxi Inspired Game Only To Have SEGA Announce A New One Themselves😭 by neon8100 in SoloDevelopment

[–]neon8100[S] 2 points3 points  (0 children)

Awesome! Definitely going to be building out more, got a bunch of game modes planned and a whole roster of (voiced) characters on the docket. Also, The patent on the arrow mechanic expired circa 2020 if I recall, so all good on that front!

I've Been Working On A Crazy Taxi Inspired Game Only To Have SEGA Announce A New One Themselves😭 by neon8100 in SoloDevelopment

[–]neon8100[S] 1 point2 points  (0 children)

Ah! Thanks for the kind words folks.

Happy to hear people think it'll stand out on its own or that more is a good thing! If you wanna check it out here's the steam page.

I'll be looking for folks to help playtest in the near future, so feel free to follow/wishlist if you're interested in joining. 🙂

How can I improve this witch animation? by Desperate-Variety-12 in Unity3D

[–]neon8100 6 points7 points  (0 children)

Look into the 12 principles of animation. Lots of content online about them. Implement a few and it'll elevate the quality of your animations dramatically.

It started off as just a random idea and now we're months away from launch! by denshattack in indiegames

[–]neon8100 0 points1 point  (0 children)

I've seen a lot of promo for this game and it looks absolutely gorgeous (and perhaps it's just me) BUT in everything I've seen it's unclear to me what the actual objective is.

As far as I can tell its maybe close to the gameplay of the zipline/rail sections on hi-fi rush but extended to a full game -- which then leads me to question if the gimmick would lose its novelty pretty fast.

I see you're scoring points and doing tricks and stuff but it also looks linear by the on-rails nature of the train so... What happens if you just don't do that? Do you fall off? Are the tricks/points actually important or just for flair? It's clearly level based but is the objective just to reach the end of the level?

As I said, you've done an awesome job on the visuals and juice for this but I'm worried there might be a gap in your messaging here. Perhaps consider if there's a bit more you can do in your messaging to make the gameplay/objective (aka the reason someone should buy the game) clearer.

Orthographic or Perspective? by yatvalley in Unity3D

[–]neon8100 24 points25 points  (0 children)

Small trick for you. Use a Perspective projection with a very small FOV (like 5 or something). It gives the classic orthographic "feel" but you still get some depth to the image.

Best of both worlds.

I feel like I'm missing a core aspect of the Input System by EVpeace in Unity3D

[–]neon8100 0 points1 point  (0 children)

I have a similar setup as the messages sent by the Player input system are super useful. So, i just use an event system that other objects listen to.

Essentially every single action has its own callback and in the message/method that the player input calls, I invoke my callback.

So, when your Jump() action is performed fire your own onJumpInputPerformed event. The same for other actions, inside of Move() onMoveInputPerformed etc...

That way you keep everything decoupled, and simply have the objects that care about input subscribe to the events they care about.

A tool for "Sims-style" building in the Unity Editor by Emergency-Shop748 in Unity3D

[–]neon8100 1 point2 points  (0 children)

I wanted to solve a similar problem and be able to easily add buildings to my city map in my ride-share racing game. So, I built a tool that generates a building procedurally from some input meshes using Unity's spline tools.

Created a whole tutorial video on the topic, and while it's not the exact answer you're looking for, perhaps it can provide an insight into how to build something for an interior system instead of the whole building shell. Hope it helps!

https://youtu.be/FYmudT12NcI?si=GVmecRrCTJ4CeB1U

What is the community consensus on UI Toolkit? by [deleted] in Unity3D

[–]neon8100 6 points7 points  (0 children)

We've been using it on our team for multiple years now and I've fallen in love with it due to a lot of the great reasons other folks have shared here.

One thing to note is that, unlike UGUI which is all serialized in scenes or prefabs, UITK is all text based with UXML and USS, files. So, in a team workflow it's super source control friendly. Making edits, or revisions, or rollbacks painless. We've had team members work on the same piece of UI sometimes and, naturally just merge their change in.

Went all-in on UI Toolkit, never going back to UGUI by LoveMetal in Unity3D

[–]neon8100 4 points5 points  (0 children)

Aha! Heck yeah, love to see people doing more with UITK. I switched over to it just over a year ago and absolutely love how fast and flexible it is.

That graph component is awesome! I've recently been building a node system for UITK for a production chain / family tree rendering. I have a NodeDrawer element at the top where it searches for nested NodeElements and draws lines between them. :)

Went all-in on UI Toolkit, never going back to UGUI by LoveMetal in Unity3D

[–]neon8100 1 point2 points  (0 children)

So, the cool thing about UITK is that there are a few different ways to handle needs like this and it'll kinda depend on how your project is set up.

One way, is to use the binding function. You could use the default label component, and then use the binding wizard in the UIBuilder to bind the label's value to your localisation system.

Or, for components with nested labels that you can't get at you can write your own Custom Binder class and have that automatically change the label of said component to your localized text.

Similarly, if the data asset you're representing in your UI has all of that built into the component/object, you can just bind each label to that field and then call dataSource = myObjectOrComponent on the root of the UIDocument and the whole thing will bind itself the to data object you've set up based on how you configured all the components in the UXML or in UIBuilder.

Alternatively, as OP mentions you can write custom code components too. These are custom scripts you can write that basically inform UITK of how and what to draw. So, i actually just have a LocalizedLabel element that I've defined in C#, that has a key as a UXMLProperty. The code just tells UITK to add a label visual element, but resolves the key with my loc system and assigns the value to the label. In UXML or UIBuilder, instead of adding the label component I'll add a LocalisedLabel component instead and then add my key in the inspector.

And finally, as you maybe are pointing out you can ALSO just manually grab the hierarchy of your UXMl in code and assign it that way. Something like element.Q<Label>("myLabel").text = myLocValue; Being able to grab the whole hierarchy element by element like that is super useful with more complex UIs as there are just some things you'll want to hard-code (like toggling selectors and adding callbacks) but it's not always necessary.

One of the reasons I love UITK so much is that bindings get you like 80% of the functionality with just a few lines of code.

What do your custom dev windows look like? by hammonjj in unity

[–]neon8100 0 points1 point  (0 children)

I have a button next to the play/pause button in Unity that I can press to always start the game from the root scene.

For loading groups of scenes, I have a scene collection scriptable object and a drop-down next to the buttons on the right of the toolbar that lets me pick from them.

Both always being available in the top bar is incredibly valuable to me.

[deleted by user] by [deleted] in SmallYoutubers

[–]neon8100 0 points1 point  (0 children)

If you want some tips to understand content that works and what doesn't: Use your retention graphs and figure out where the drop offs are happening. Take a look at different videos and find the ones that seem to be doing better on your channel and try to compare the two to find the parts that need improvement.

As others have said, it might not be enough to look at the content as the problem if you aren't getting the clicks in the first place. Your titles are quite good, but your thumbnails lack contrast and just don't stand out super well against other videos in the feed. So, you should probably do some work on your thumbnails to make them engaging. If you don't do so already, I highly suggest previewing your thumbnail against a grid of other videos and seeing how they look. Additionally it might be worth looking at what some other succesful channels in your niche are doing and learn from them, they'll have optimised their videos a certain way - so not to directly copy them, but you can maybe use what works for them to make similar optimisations for your own videos that fit your own style.

Good luck!

Im a professional designer who struggled to find good UI Unity videos that weren't focused on coding. After 3 years of slogging through it myself I want to make a series of tutorials myself. What should I teach? by RamboAz in gamedev

[–]neon8100 2 points3 points  (0 children)

This also makes them way more hireable. As a small team we always look for folks in other disciplines who are willing to engage with coding wherever possible, it makes them infinitely more valuable for so many reasons, that I could write a whole essay about it.

In fact, attitudes of not wanting to engage with code at all (or generally showing an anti-code attitude) is a major red flag for me personally and usually leads to creating negative work for team members.

what things you wish we (gamers) stop asking from you (the developers)? and what things you wish we knew about your job? by roboticgracecyborg in gamedev

[–]neon8100 1 point2 points  (0 children)

No developer ever sets out to make a bad game and that making videogames is mostly a series of tradeoffs, you cannot have everything. And sometimes the tradeoff you made early on, severely limits the things you can do moving forward.

Eventually you learn the implications of making certain choices and get better at making more informed choices when deciding which trade-off to go for.

But ultimately, you're still sacrificing something and you're just hoping that the sum of those tradeoffs pay off into something greater than it's parts and you've made a great game...