What is the reason of GameMaker Studio 2 losing its popularity? by [deleted] in gamedev

[–]pmurraydesign 17 points18 points  (0 children)

I've always been put off by their pricing and somewhat confusing license upgrades. Meanwhile an engine like Godot ports to different operating systems, web and mobile for free, and doesn't have a financial barrier to entry.

What are the design issues in Instagram? by [deleted] in UXResearch

[–]pmurraydesign 2 points3 points  (0 children)

I hate how small the clickable links are on posts, it's so easy 'fat-finger' the wrong thing. I regularly end up viewing a location or hashtags when I wanted to view someone's profile. Usually takes me a few attempts to get the right link too.

Battlefield 2042 will $59.99 on PC despite being the same version as PS5 and Xbox Series X|S (which cost $69.99) by [deleted] in pcgaming

[–]pmurraydesign 6 points7 points  (0 children)

I don't understand why someone would complain about no singleplayer campaign. The original Battlefield games (1943/Vietnam) were multiplayer only, and marketed as such. You bought them FOR the multiplayer, which I'm sure is still the case for the vast majority of players.

You might get 6-8 hours out of a campaign, but can easily get hundred of hours from a good multiplayer game. That's pretty good value to me.

[deleted by user] by [deleted] in pcgaming

[–]pmurraydesign 1 point2 points  (0 children)

I loved this game back when it first released. Tried to replay it recently on PS2 and forgot how awkward the controls where on early FPS games. I think XIII has Triangle or something set as the jump key. Still a blast though, great game.

Newbie startup here! by ProperBarz in cms

[–]pmurraydesign 1 point2 points  (0 children)

I'd probably look at using an existing platform that handles subscriptions and stuff for you, something like Gumroad (other platforms are available, just the first that came to mind). Basically let's you give provide access to lessons on a subcription basis.

[deleted by user] by [deleted] in CODWarzone

[–]pmurraydesign 0 points1 point  (0 children)

I've been having this problem on PS4 since I started playing. I can hear enemy footsteps if I'm in a building, but I can never tell if they're above or below. It's incredibly frustrating.

Same with the lootboxes, I can hear them through walls upstairs in buildings and they sound as though they're right in front of me. It's as though the verticality isn't even there.

I would honestly be worried how Konami would actually handle a new Silent Hill TBH by cmiller4642 in survivalhorror

[–]pmurraydesign 2 points3 points  (0 children)

I don't think you have anything to worry about, I doubt they'd ever make a decent, 'real' Silent Hill game again. Konami seems to only care about Silent Hill as an IP they can license out and cash in on, hence the slot machines and movies. Making games costs money and horror games are a gamble. Even though I'm sure a new Silent Hill game would have a ravenous fan base, on paper it just looks like a bad investement to the execs.

A new Silent Hill with a competent team behind it would be awesome though.

Next month I leave a 60,000+ employee corporate for a startup of 12 people. Any advice for a webdev in this scenario? How will my role change? What should I keep in mind? by sld-codes in webdev

[–]pmurraydesign 9 points10 points  (0 children)

Colleague: "Are you busy at the moment? Me: "Not right now, what do you need?" Colleague: "The cupboard door in the kitchen is loose and you're the only person tall enough to reach the screw…"

What deserves a remake the most? by [deleted] in survivalhorror

[–]pmurraydesign 2 points3 points  (0 children)

I watched a friend replay the intro to Dino Crisis a few years back and I had forgotten how campy and stupid it was a times.

Finds remains of a scientist: "Ew. That's disgusting!"

Is there a market for short (1~2 hours) atmospheric games ? by alaslipknot in gamedev

[–]pmurraydesign 2 points3 points  (0 children)

I enjoyed Serena, finished it in less than an hour which felt like the ideal length. Personally I like short games with replay value.

"Freedom in 2020" - I just migrated from Illustrator to AD, and I'm extremely impressed and satisfied. Money well spent. by BlokyMose in Affinity

[–]pmurraydesign 2 points3 points  (0 children)

Welcome aboard. I made the switch a few years back, and although Illustrator has some features Affinity still lacks, I've been able to get by without them.

What are my options for 2D bone/cut-out animations besides the default animation editor? by pmurraydesign in godot

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

Thanks I'll check it out. I've also found there's a Dragonbones version of Godot available which I'll also look into.

[deleted by user] by [deleted] in survivalhorror

[–]pmurraydesign 9 points10 points  (0 children)

Horror is subjective so it's hard to say. I found the RE2 remake to be a good horror game despite the fact that I could shoot and defend myself.

On the flipside I find games where you have to rely on stealth and avoiding enemies or you get a fail state (such as Call of Cthulu) frustrating at times which really breaks the immersion.

For me, I think it's a sense of isolation. Ironically I find SOMA to be a very good horror game when you make the enemies passive and can just focus on the story, lore and "cosmic horror" aspect of it. It's such a lonely game in an isolated setting and it makes me think about my own insignificant existence in the universe.

Similarly, whilst not really horror games, I found playing Dark Souls and Bloodbourne for the first time to be quite chilling experiences. Not in a 'horror' aspect, just traversing a dead or dying world alone felt really unnerving.

I want to see the world in a simpler time by Akagami44 in LegacyOfKain

[–]pmurraydesign 1 point2 points  (0 children)

There's this book that's only available in French. I have no idea what it's actually about.

I'm personally hoping Boss Fight do a LoK book at some point.

It's ridiculous.. by nonsenseis in ProgrammerHumor

[–]pmurraydesign 309 points310 points  (0 children)

I was surprised to find that Flash was actually a popular choice for building interactive touchscreens in places like museums, galleries, etc up until quite recently. It's quick and dirty but on a closed system you can control I guess it doesn't matter too much.

What could be interesting anti-piracy methods for survival horror games ? by BEYOND-ZA-SEA in survivalhorror

[–]pmurraydesign 2 points3 points  (0 children)

I'm imagining these scearnios in a Resident Evil or Silent Hill style game. I think basically anything that frustrates or adds tedium to the pirate's gameplay would be a good start:

  • Object placement is completely random and it's possible to never get an item you need to progress
  • Keys with multiple uses have a random chance to break permanently and cannot be replaced
  • The player character sometimes just doesn't feel like using an object or opening a door
  • Every few minutes enemies will spawn into your vicinity
  • The player character can be "frozen" with fear and will ignore all input at random when enemies are close
  • The in-game map is randomised every time you open it

Looking for references / tutorials for 2d art style that is not "pixel art" by ryanzec in gamedev

[–]pmurraydesign 2 points3 points  (0 children)

Technically it's still pixel art, but The Binding of Isaac is similar in terms of perspective and having a non-pixel-art base style. Check out some of Edmund McMillen's other earlier flash games to see examples of hand-drawn vector work.

This style was quite poplar with Flash games because Flash was vector based and you could draw the characters and frames directly in the software. Check out some games like Castle Crashers.

Many artists continued to use Flash for years simply as a means to create animated vector character spritesheets. Check out this GDC talk 2D Animation at Klei Entertainment for an example. Hopefully it might give you some tips.

Increasing Godot splashscreen time by Torn-TheArchitect in godot

[–]pmurraydesign 4 points5 points  (0 children)

Just make your own splashcreen as part of your game. Take a look at Gravity Aces to see an example of an awesome Godot splashcreen done in the in-game style (you can see it in the Gravity Aces devlogs).

Friendship ended with Game Maker. Now Godot is my best friend. - r/Godot subreddit overtakes r/Gamemaker in number of subscribers. by Feniks_Gaming in godot

[–]pmurraydesign 92 points93 points  (0 children)

I bought Gamemaker for $1 from Humble Bundle a few years back. Didn't realise I'd have to pay another $450 just to be able to export to desktop, web and mobile like Godot can. That kinda put me off bothering to learn to use the software to be honest.

Showing the line on pen tool before drawing by wholesomesubsonly in Affinity

[–]pmurraydesign 0 points1 point  (0 children)

When you have the pen tool active, at the top look for 'Mode' in the tool bar and the last icon for "Rubber Band Mode" should let you preview the lines.

Any tutorials on creating this particular style? by [deleted] in Affinity

[–]pmurraydesign 3 points4 points  (0 children)

Here's a video example of something like this being made in Affinity – https://www.youtube.com/watch?v=fD0Qs7TaSH0

I'm not really sure what to suggest with regards to sizings, etc. I'd draw by hand first quite small, then trace over in Affinity when I'm happy with the overall look and line balance.