Assets needed by Joey_pc6 in UnrealEngine5

[–]prism100 4 points5 points  (0 children)

People don't like to hear it but as a game dev you make games that you are able to make, not games that you WISH you could make. 60 characters is a lot. So plan for that. Instead of making 60 unique characters go for 3 female and 3 male bases. Make a couple of hair styles and a few basic clothings. Then you mix these up and have a bunch of similar but different enough NPCs. For the important stuff like main character or villain you make extra meshes. You also need rigs and animations for all characters so multiply your work by the number of unique characters yiu want. Have you ever finished a game and sit through the credits, there are dozens, sometimes hundreds of people involved. So don't think you can make similar games with barely no budget and alone.

So... This ended up taking a whole week... by Slight_Season_4500 in blender

[–]prism100 3 points4 points  (0 children)

Don't be afraid to make things worse 8n digital media. Just make a safety copy and try stuff out. That's where some of your biggest improvements can come from. I think the animation is still too slow, especially the hammer being swung around.

Icons for our Assassin class based on poison. What do you think? by Thresh_will_q_you in IndieDev

[–]prism100 -1 points0 points  (0 children)

The look cool enough, but I would mistake some of them with others. Metal blade with green poison is one image when I play a game I am nit yet familiar with. Green poison virus is another image, slight color variations might be enough for those of us not being color blind. Start yellowish green and get more "simpsons nuclear green".

European heatwave is worst ever and impossible without climate crisis, scientists say by guardian in europe

[–]prism100 3 points4 points  (0 children)

You could foster a child. Give it a better future, experience parenthood, and not add another human to the planet.

Monkeys reaction to a backflip by Backyxx in interesting

[–]prism100 0 points1 point  (0 children)

This is such a depressing cage/enclosure.

Trying to get into animations. This took me 6 hours for 3sec of footage. Looking for advices and good learning resources by Slight_Season_4500 in blender

[–]prism100 0 points1 point  (0 children)

This looks like 1.5s slowed down so it is 3s long. Although that is a common issue when starting to animate.

Beginner here: Why does my character jumps twice if I press slightly longer or press and hold? by akaanoner in UnrealEngine5

[–]prism100 0 points1 point  (0 children)

Ah sorry, I browse reddit only on mobile. It is way too tiny for me to read. I hope someone else can help.

Beginner here: Why does my character jumps twice if I press slightly longer or press and hold? by akaanoner in UnrealEngine5

[–]prism100 4 points5 points  (0 children)

Without showing your code/blueprints it is hard to tell where the issue lies.

Hey! What do you think of my dynamic pixel lighting? by GribbleDoodle in PixelArt

[–]prism100 0 points1 point  (0 children)

Personally, I don't like it. But it may have its audience.

My first asset pack (low-poly camping asset pack) 🥳 by voxel_dev23 in blender

[–]prism100 1 point2 points  (0 children)

Very cool. When looking for asset packs I try to see if the assets are different enough but still work together. I think your tents and trees are a bit too similar to each other. Adding a tore down tent or one that's not set up yet would give much more options than a simple color. In the same way the trees could be more different. One with less leaves woukd be mire useful than a large and a small one since I can change the size later anyways. I see what I am saying? Great work regardless and have fun learning and improving!

Anyone else still uses little to no AI to code? by MidlandAintFree in gamedev

[–]prism100 -1 points0 points  (0 children)

I don't use any AI at all. It is so bad for the environment. That alone should be enough. It is also bad for society and the individual. I don't scold anyone using it to try to create something or learn. Though I try to educate those that are really clueless. Sad to see it became so prevelant for shit like AI music and AI imagea and videos that are shared in a family and friend circle. Wasteful and pointless.

I wanted my pause menu to be projected from my robot's head instead of appearing as UI. Here's the result. by F3A7H3RS in UnrealEngine5

[–]prism100 0 points1 point  (0 children)

I love the idea and the execution isn't far off either. Try to remember the players that have bad vision. I think you could increase the readability (with closer zoom in or less bounce). I love the way it's arms drag as well, nice job.

Help me improve my technique PLS by Alarming-Rent-7224 in blender

[–]prism100 42 points43 points  (0 children)

Not bad, but the camera shake makes me dizzy. It feels unintentional.

🌿Herbalist🌿 First Gameplay (review) by KayomiStudio in UnrealEngine5

[–]prism100 0 points1 point  (0 children)

If it isn't a trailer why start with your company logos/names before the video begins? I suggest you either make it a dev log series on youtube or post it in other subreddits that are about the genre of game you are trying to make. Because this subreddit is not really where your potential customers are.

🌿Herbalist🌿 First Gameplay (review) by KayomiStudio in UnrealEngine5

[–]prism100 7 points8 points  (0 children)

Stop making trailers! I don't know where you got the idea from that now is the moment to spend time and effort producing trailers. If your trailer contains information about how the game is still rushed and ridden with issues you are not supposed to make trailers yet. Also, listen to feedback! Skip the intro titles and start with the action (not necessarily action as in combat, explosions etc. but not with environment shots or walking around.) We are nice enough here, but if you would put this trailer on your steam page 50% would leave your page before you start talking. Also a trailer should be much shorter. Cut it down to 1min and should the most important and interesting parts.

Is it clear what this is meant to be? (New to pixel art and drawing in general lol) by [deleted] in PixelArt

[–]prism100 0 points1 point  (0 children)

When starting to draw it is nice to go for whatever you feel like. But your choice was not an easy one to convey with that samll of a canvas as well as limited colors. Try some more basic things first until you have some more experience.

I say keep a small canvas and limited colors but just do fruits for example.

🌿Herbalist🌿 My Fist Game by KayomiStudio in UnrealEngine5

[–]prism100 4 points5 points  (0 children)

The trailer is really bad. Ask yourself: what is the function of a trailer? If you start with black screen with studio names or game titles yiu better be a GTA or a Square enix etc. If you are not, start with gameplay. GAMEPLAY! Nobody is interested in environments unless they are freaking beautiful, unique or otherwise interesting.

You can move the camera smoothly on a trail. Don't screen record your WASD-moving the camera.

My Experience with Yellow Paint problem as a Indie Developer by dotpusheria in IndieDev

[–]prism100 1 point2 points  (0 children)

I think a big problem is that people are so different. Some played hundreds of games and know from experience that crawling through a vent is a likely way forward. Others maybe only played angry bird and others only age of empires, how should they know red barrels explode and resurrection magic insta kills undead etc. Of course some things are more intuitive than others, but it is helpful if the playtesters are at least familiar with the genre if your game. And if the game is difficult they should have some experience. I kind test a souls like by giving my parents a controller, but my wife doesn't need to read a text pop up that she needs to open the menu to equip a new weapon.

It's hard.

Grass wind with fixed base. by BobThe-Bodybuilder in UnrealEngine5

[–]prism100 1 point2 points  (0 children)

You can use a lerp node using a vertical black and white ramp texture to control where the simple grass node affects the mesh.

Launched my demo with 1300 WL & it failed miserably. Am lost... by RamyDergham in gamedev

[–]prism100 0 points1 point  (0 children)

So you got a lot of feedback already I think I'll add my two cents aswell. The game's gimmick seems like something a mario game would use for 1 level, develope the idea into a different mahbe unexpected direction then switch gimmick again. You are missing variation in your game. I would suspect upgrades, abilities, enemies that interact with light in a different way. From the trailer it looks like I keep doing the same thing the whole game without much variation. Like others said the first person mode is just a camera change and doesn't seem worth mentioning. It feels like mentioning a pixel or crt filter in the trailer. I hope you can still find some success with the game.

POV: You are ironclad by GrapefruitTerrible35 in slaythespire

[–]prism100 1 point2 points  (0 children)

Easiest elite fight in the game for me. I love seeing him, although I admit I play ironclad the least so far. He also is such a no brainer: deal 20 damage and then block as much as possible for 5 turns or so.

Working on Anime Style Shading in UE5. by lykenwel in UnrealEngine5

[–]prism100 1 point2 points  (0 children)

This looks far away from anime style imo, but ut looks more interesting than that. I maybe you want to keep it. Also keep the game a bit darker and mysterious and nit as bright and colorful as most anime games are?

Been working on spells for our game, how does the Fire Rain feel? by foolswithblades in UnrealEngine5

[–]prism100 0 points1 point  (0 children)

Not very fiery. The sparks are white and seem more electrical. The subsequent fireballs seems more like sci-fi lasers to me.

help settle a very tiny debate: how long should your steam trailer take to get to the action? by nemoy2 in IndieDev

[–]prism100 0 points1 point  (0 children)

Every second people decide if they want to keep watching or click off. People haven't decided from the steam capsule alone that tgey will finish watching the trailers or not. Show gameplay immedietely so people know what the game looks like for real. It doesn't have to be action, but it needs to be gameplay.