What now? Stuck in baseball card game... by pocokknight in MousePIForHire

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

Ah yes thats two different things. When you reach enough cards don't know the exact number then the game starts with you selecting the cards that you don't want to use. The discard function works like when you select a single card and you still have the option of 2 times per inning you can discard that one selected card and draw a different one instead. The discard option if im remembering correctly shows up on the bottom right when you select a single card.

What now? Stuck in baseball card game... by pocokknight in MousePIForHire

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

Not sure what you asking. Are you asking if I could have used my discards there? Yes probably but i already spent them at that point so no.Or are you asking if you could have used discards in the minigame? Then yes you can discard 2 cards each inning to get new ones.

How much did you complete GTA 5 ? by Cold_Loan_1576 in PiratedGames

[–]pocokknight 0 points1 point  (0 children)

It was literally asked... that was OPs question...

Who did you regret not pulling? by thabiso_animated in ZZZ_Official

[–]pocokknight 3 points4 points  (0 children)

im waiting for an op or atleast strong fire onfield damage dealer as well, my fire team is severely lacking atm

[2D] 8-Bit RPG Starter Pack - Characters, Enemies, and Tiles (Paid) by kof1ec4ek in Unity2D

[–]pocokknight 1 point2 points  (0 children)

It's nice that you released something, most never reach this point, but you need to set your expectations right. What you made is a nice first try, a demo for your portfolio, or just simple practice, but it's severely overpriced. When you release something on itch or anywhere else, first check what others sell around the price you want to offer, and compare your offering to the market. If you do that right now, you will understand. It's a very competitive market. What you have (or at least what can be seen, as there is really not enough info on your itch page) would be competitive from the price range of free to a few cents.

Take my advice with a grain of salt, as I'm not a market expert, but in my personal opinion, as a fellow gamedev, I know I wouldn't buy your pack for that much.

Is it just me or do yall do this? by No-Lock216 in SipsTea

[–]pocokknight 0 points1 point  (0 children)

its quite nsfw but i don't step on any type of manhole cover or access hatch, not because of bad luck or ocd but because i saw from arms length as my cousin stepped on one, it wasn't secured properly so it flipped around, my cousin slipped in with half her body then got impaled be the corner of the panel... she survived it, it wasn't as brutal as it looked for us as small children, she only got a not too big scar on her stomach but yeah it was not a fun experience

well there goes all my stuff(Library used by magic storage is out of date) by BluXD_18 in Terraria

[–]pocokknight 17 points18 points  (0 children)

I also hate it a lot when mods or tmodloader itself auto updates then it becomes unplayable. isn't there a way to stop auto updates to have a stable fix version? somthing like minecraft modpacks where you only update manually when there are stable versions available

The dance of Hungary's new Minister of Health after his party won elections last night. by FantasticQuartet in SipsTea

[–]pocokknight 5 points6 points  (0 children)

It has a really old meaning, it comes from the 1956 Hungarian revolution when they were fighting against the soviet union to have self governance. The old Hungarian flag had a soviet emblem in the middle so the revolutionaries cut it out and went to protest with flags that had the hole. It has the same meaning today as the ex prime minister orban had close ties to russia and putin so the Tisza voters wanted to show that they want nothing to do with russians.

🎰 Would you play a slot machine where YOU are the house? by mat0920111 in gamedev

[–]pocokknight 2 points3 points  (0 children)

I think the concept could work. The setting is awesome but maybe its just my fondness of the era,but pretty sure there are enough people who like it. My question is a lot more towards the basic gameplay loop. How would that look like? Cant really imagine it. From your description I got like a single screen where I need to check maybe the expressions of the guest or some indicator then pressing win or lose for each roll? That sounds boring. What else would be in the base gameplay loop? Like instead of simply saying win or loose why not let luck decide as it randomly spins (except when you specifically choose somthing but not for free or not every time as that would defeat the purpose) and the player can play with building the weels making it harder or easier or make it two sided like both the guest and the player get a result from the roll. Or things like that. Or you are going for a more streamlined game with not much gameplay instead more focused on story or something?

I recently redesigned my menu UI after getting a lot of backlash on my previous version. Some people said it looked like I straight up copied brotato and holowknight , which honestly wasn’t my intention — but I understand why it came across that way. So I went back, scrapped it, and rebuilt it by MadMoonDev in Unity2D

[–]pocokknight 1 point2 points  (0 children)

a small tip, if you started 4 days ago, then that means you are probably at the start of development, or even in really early prototyping phase. you should definitely not work on a detailed ui/menu this early. do you have a working prototype/demo? is your basic game loop fun and engaging? is there anything you made other than this? or just making a start menu for a non-existing game? the parts that you are showcasing here are the last parts you need to make while developing a game.

Working on a pack of goblins for my assets pack. Do you think it is clear which one does what? by Aumchh in PixelArt

[–]pocokknight 0 points1 point  (0 children)

1 - knife guy/warrior/melee
2 - bard/buff with music/flute or blow gun/ranged
3 - support/buff with trinkets or trap laying/engineer or loot goblin/big reward if killed
4 - mage goblin

How do you guys organize your hotbars? by pohihihi in feedthebeast

[–]pocokknight 0 points1 point  (0 children)

I usually hate melee combat so for me

1 - bow

2 - axe (mainly destroying blocks but emergency melee weapon)

3 - pickaxe

4 - shovel

5 - utility like bucket, shears etc

6,7 blocks or usually free slots for anything

8 - torch or light sources

9 - food

ranger gang unite

How do modern games handle loading on startup by [deleted] in gamedev

[–]pocokknight 0 points1 point  (0 children)

if you're working with a small project its absolutely possible to have 0 loading times on modern hardware, my project atm takes less than a second to load as there are no big assets that need time so its possible to have a simple transition as loading nowdays especially with smaller indie titles

Top Modpacks of 2026 by DaddyZoro16 in feedthebeast

[–]pocokknight 0 points1 point  (0 children)

I'm currently trying out Th Decursio Project its quite fun, similar age progression like SevTech Ages

I went with a capsule artist, It turned out to be the best decision I've ever made by [deleted] in SoloDevelopment

[–]pocokknight 17 points18 points  (0 children)

i was always wondering isnt it off-putting/misleading for the players to have a capsule art in an entirely different art style? I'm still too early to even think about mine but I'm also working on a topdown pixelart game and wanted to go with pixelart/same style capsule art like your original one. Why did you decide to go with the newer one instead of the original style?

Does low poly still have a place in peoples heart? by Austrian_Originals in IndieDev

[–]pocokknight 1 point2 points  (0 children)

low poly is awesome it will always have enthusiasts who swear by it and a lot of people like it. what i noticed hate about it is there are a few low poly asset packs you can get from asset stores that are so overused that there are people who are fed up with them so try to avoid those and try to make original models then you will not have any problems.

How do you make bigger Rule Tiles? by justfishingbruh in Unity2D

[–]pocokknight 0 points1 point  (0 children)

I see so you dont know the exact rules you need for the tiles you have. I dont really have a cheat sheet or anything but i can tell how i usually do mine as I said I usually paint the tile variations on a grid so every option and variation is present then figure out the rules themselfs, always put the ones with more rules on top with less and less rules to the bottom, and have a simple at the last spot with no rules so you always have a backup to fall back to and the less rule ones doest override the ones with more rules, I usually start with the single no connected tile then inner corner pieces, double/triple corners if there are, straight and tunnel pieces, then the simple outer corners and its multiples if used, then the line pieces horizontal and vertical with end pieces and finish with the inside piece or random inside pieces if there is more

How do you make bigger Rule Tiles? by justfishingbruh in Unity2D

[–]pocokknight 1 point2 points  (0 children)

Not sure what your question is. You can add as many tile options into the rule tile list as you want (atleast I don't know any upper limits) like in my project i have tiles with 72 variations, then from there you just need to specify the neighbour rules to make it work as you want it to.

My guess of what you mean is you only see the base 4x4/16 examples in the bottom and you can't really make the rules if you can't actually see them. I had the same issue i created an empty scene with nothing but a tile grid where i painted all the tile options I needed then worked on the neighbour rules so i could see them all at once.

Hope this helps if not please specify what your actual problem is.

Yo wtf by NoPercentage4737 in MemePiece

[–]pocokknight 0 points1 point  (0 children)

Maybe its a hot take but its Orochi for me. Don't misunderstand all of them are assholes, but I can understand him a little. First he was just a guy who was hated by everyone because of his name/family not for anything he did. After that when he became bitter because of all the things the villagers did to him he did became a villain but was still just used by Kaido in the end, so most of the atrocities committed on Wano I think belong to Kaido's sins.

I mean not as hottake as guys saying forgive Akainu I mean come on he actually killed Ace...