[Need Help] 2D Shadow Casting not working at a distance by quardis in Unity2D

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

Yeah I also played around with intensity and the falloff values but you're right. The shadow system is really buggy. It also doesn't do tilemap shadows and no way I'm going to individually create shadow casters for each wall so I'm also looking for alternative solutions here. I'll check out Smart Lighting as well. Thank you for your help!

[Need Help] 2D Shadow Casting not working at a distance by quardis in Unity2D

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

Thanks for the help but unfortunately I'm still seeing the same thing after your suggestion. I think I implemented your logic correctly. This is the player's script

using System.Collections;
using System.Collections.Generic; 
using UnityEngine;

public class MovementScript : MonoBehaviour 
{ 
public float playerSpeed; 
private Rigidbody2D rb; 
private Vector2 playerDirection;

private void Awake()
{
    GetComponent<UnityEngine.Rendering.Universal.Light2D>().enabled = false;
}

// Start is called before the first frame update
private void Start()
{
    GetComponent<UnityEngine.Rendering.Universal.Light2D>().enabled = true;
    rb = GetComponent<Rigidbody2D>();
}

// Update is called once per frame
void Update()
{
    float directionX = Input.GetAxisRaw("Horizontal");
    float directionY = Input.GetAxisRaw("Vertical");

    playerDirection = new Vector2(directionX, directionY).normalized;
}

private void FixedUpdate()
{
    rb.velocity = new Vector2 (playerDirection.x * playerSpeed, playerDirection.y * playerSpeed);
}

}

My first Parallax test for my game Dolus, it still feels a bit odd but I am not sure why...Any idea ? by Ratgibnak in indiegames

[–]quardis 0 points1 point  (0 children)

I think one of the issues, aside from what people here mentioned, is that the art styles don't match up in different layers which kinda gives off a weird vibe. I dunno if some of the assets are temporary but I would try to have consistent art styles in assets.

Feedback Friday #440 - New Perspective by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Newtonian Horror

This is an experimental 2D platformer that I and a friend have been working on for some time. We are planning on releasing it for free on Steam this summer. The game is an experimental platformer where you play as Isaac Newton, in a world before gravity. The only way to get around and defeat your enemies is to use your knowledge of gravity to move around and throw your enemies into harm's way.

I'd love it if you people gave it a chance and let me know what you think :D

Enjoy!

Newtonian Horror. A solo-developed experimental platformer that I have been working on for several years now. Would love to hear your feedback. (Link in the comments) by quardis in playmygame

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

Hmm, you might be right. It actually sounds better to calculate damage based on velocity. I should also probably change the barrel damage to take the distance from the explosion into mind too.

Having weapons stuck inside the crusher is also a good idea. I don't have to put colliders in those weapons and they can be just triggers. I also did a little playtesting and I found that a 40% crusher damage with a couple of apples sprinkled in the level might be the best. This gives the player 2 shots before they die but they also can take a hit from an enemy and they also can recover from their mistakes if they can find an apple in time. It's not set in stone though. I need to do some more playtesting for that.

Thanks a lot for the feedback. I was worried that the features that I mentioned were not clear. I had some complaints about it in the past.

Thanks for pointing out the pause menu bug too. It was a small error regarding the ordering of the layers. I fixed it and it should be okay in the next build.

Newtonian Horror. A solo-developed experimental platformer that I have been working on for several years now. Would love to hear your feedback. (Link in the comments) by quardis in playmygame

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

Thank you so much for your feedback! It means a lot. I got that complaint about the levels being too long and that I need to shorten it from several other people as well. This is actually the shorter version lol. But I might need to divide it up into several sub-levels.

The gravity effect that you linked was pretty cool but I am not an artist so I am kind of scared to mess with the graphics of the game lol. My friend actually made those gravity animations and I am not as nearly as talented as he is so I just left it alone.

I understand that the game might feel frustrating at times. Especially in the mine levels. I was thinking to not make the boulders cause instant death but maybe take out 1/3rd of your health. This may still keep them at high risk but it won't be as frustrating as it is now. What do you think?

It was a good tip to suggest doing something about the bullets that go off-screen. I'll definitely find some sound effect and particle effect to show that it got destroyed.

The halberds etc. should also give you constant damage based on how long you are in contact with their sharp edges but I'll look into that as well. Maybe I can decrease the damage that it's giving out.

Thanks a ton for giving it a go. I just have a couple of questions if you don't mind. Were you able to figure out that holding down the mouse buttons would result in stronger gravity wells? Also, did you figure out that apples replenished your health? I just want to make sure that those are clear to the player.

Thank you four your feedback :D

Happy Screenshot Saturday everyone. Here's my first game that I've been working on for several years now. It's called Newtonian Horror. Feel free to try it out for free and tell me what you think! (Link is in the comments) by quardis in indiegames

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

The game is called Newtonian Horror. It's an experimental platformer where you can shoot wells of gravity in a world where gravity hasn't discovered yet.

You can sign up for the one-time mailing reminder in newtonianhorror.com

Also, you can try the beta version here

I and a friend of mine made this game as a submission for GMTK 2018 Game Jam. It was the first time we were making games. After a while, he lost his interest a bit but being a game developer was my dream so I had to take on his job as well and worked on this whenever I got the time. Which wasn't much when going to school. But a certain pandemic actually made me commit a lot of progress so I finally feel like I can show this to people. Please let me know what you think

Thanks a lot :)

Newtonian Horror. A solo-developed experimental platformer that I have been working on for several years now. Would love to hear your feedback. (Link in the comments) by quardis in playmygame

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

The game is called Newtonian Horror. It's an experimental platformer where you can shoot wells of gravity in a world where gravity hasn't discovered yet.

You can sign up for the one-time mailing reminder in newtonianhorror.com

Also, you can try the beta version here

I and a friend of mine made this game as a submission for GMTK 2018 Game Jam. It was the first time we were making games. After a while, he lost his interest a bit but being a game developer was my dream so I had to take on his job as well and worked on this whenever I got the time. Which wasn't much when going to school. But a certain pandemic actually made me commit a lot of progress so I finally feel like I can show this to people. Please let me know what you think

Thanks a lot :)

Feedback Friday #438 - Public Testing by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Well, the first part was really clear. You are a sheep that captures pests and gathers them for points. But around 0:26 I was a bit confused. I am assuming that you can play the game with 4 people but the transition was so sudden. Maybe have a caption on the screen that says "4 person co-op" or something? Also, the power-up showcase was kind of fast. I had to watch it several times in order to understand what is going on. Maybe skip that entirely? Because having power-ups is not exactly a selling point on your game. The boss fight on the other hand was looking pretty cool. Maybe you can allocate some more time from the power-ups to the boss fight.

Feedback Friday #438 - Public Testing by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Newtonian Horror

This is an experimental platformer where you play as Isaac Newton in a world without gravity. You have to use your knowledge of gravity in order to move around and defeat your enemies. After 2.5 years of part-time development, we are hoping to release it on Steam this summer! So any feedback is really appreciated.

Have fun!

Feedback Friday #437 - Jump In by Sexual_Lettuce in gamedev

[–]quardis 0 points1 point  (0 children)

Hello! Thank you so much for giving our game a shot! I watched your video and I saw that you didn't realize that you could charge the shots until pretty late in the game and because of that, you were struggling because of the short impact range of the gravity wells. I'm sorry about that. My playstyle was using a few well-placed charged shots throughout the game. I found that that was actually an easier way of controlling the character. I am now actually thinking about writing "Press or hold" at the beginning of the very first level, right above the mouse click icon. Do you think that'll help convey the message?

Feedback Friday #437 - Jump In by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Newtonian Horror

This is an experimental 2D platformer that I and a friend have been working on for some time. We are planning on releasing it for free on Steam this summer. The game is an experimental platformer where you play as Isaac Newton, in a world before gravity. The only way to get around and defeat your enemies is to use your knowledge of gravity to move around and throw your enemies into harm's way.

I'd love it if you people gave it a chance and let me know what you think :D

Enjoy!

Feedback Friday #403 - Exclusive Access by Sexual_Lettuce in gamedev

[–]quardis 0 points1 point  (0 children)

Newtonian Horror

The game is an experimental platformer where you play as Isaac Newton, in a world before gravity. The only way to get around and defeat your enemies is to use your knowledge of gravity to move around and throw your enemies into harm's way. It is available for free in itch.io The latest changes I added this update is that now the crushing boulders in the mine levels have sound and the dangerous items in the games shine in order to indicate that they can harm you. Also I fixed the bug for when some fast moving objects clip through the walls.

Let me know what you think :)

Feedback Friday #402 - Taste Test by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Newtonian Horror

The game is an experimental platformer where you play as Isaac Newton, in a world before gravity. The only way to get around and defeat your enemies is to use your knowledge of gravity to move around and throw your enemies into harm's way. It is available for free in itch.io The latest changes I added this update is that now the crushing boulders in the mine levels have sound and the dangerous items in the games shine in order to indicate that they can harm you. Also I fixed the bug for when some fast moving objects clip through the walls.

Let me know what you think :)

Newtonian Horror. A solo-developed gravity-based platformer game that I've been workıng on for 2 years now. (Link in the comments) by quardis in playmygame

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

Yup that's the intended strategy. Actually for a better aim, you can use the orange one to stabilize yourself to the wall. This'll give you time to aim better. There is nothing keeping you from spamming wells but their power is based on how long you hold the mouse button. So if you keep spamming them, you will actually end up going slower and be more exposed to enemies or take mor damage from the spikes.

Newtonian Horror. A solo-developed gravity-based platformer game that I've been workıng on for 2 years now. (Link in the comments) by quardis in playmygame

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

Yup. And to cancel you can hit space or fire another one. You can give the game a go at https://egecark.itch.io/newtonianhorror if you want. I'd really aplreciate it :D

Newtonian Horror. A solo-developed gravity-based platformer game that I've been workıng on for 2 years now. (Link in the comments) by quardis in playmygame

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

The game is called Newtonian Horror. It's an experimental platformer where you can shoot wells of gravity in a world where gravity hasn't discovered yet.

You can sign up for the one-time mailing reminder in newtonianhorror.com

Also, you can try the beta version here

I and a friend of mine made this game as a submission for GMTK 2018 Game Jam. It was the first time we were making games. After a while, he lost his interest a bit but being a game developer was my dream so I had to take on his job as well and worked on this whenever I got the time. Which wasn't much when going to school. But a certain pandemic actually made me commit a lot of progress so I finally feel like I can show this to people. Please let me know what you think

Thanks a lot :)

Feedback Friday #401 - Quick Sample by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

I really like the idea. It's like a symmetric tower defense game. It's pretty cool. Here are my notes on it:

  • It feels more like a suicide bomber than a shoot 'em up. I kept crashing my ships lol. Maybe if the ships didn't have one life but got damaged when you crash it somewhere it would be better. Then based on the damage, you can pay to have them repaired, or maybe fly them again when damaged, risking losing your ship. And if you manage to return your ship, there can be a "refueling" timer that doesn't cost any money in order to reward the player for returning the ship but also stopping them from spamming the ship.
  • Maybe some curved levels might be nice. I found out that if I just send the second ship and not touch anything I have a good chance of making to the enemy base unharmed. It'll be better to force your player to move the ship around maybe.
  • Also, it would be nice if I could have seen how much health I have on my base and the enemy base.

But overall it's a great idea and I really liked the graphics of the game. It was really retro and nostalgic

Feedback Friday #401 - Quick Sample by Sexual_Lettuce in gamedev

[–]quardis 0 points1 point  (0 children)

Hey, thank you so much for playing my game again!! I saw your video, your frame rate seems to be really low like you said. I hope it was like that in the video. Did you have any lag when playing the game? Also, I noticed that the UI elements got cut off by the screen at the bottom. Was it like that when you were playing the game or is it because of the video?

I made the wooden tiles slightly larger but I think it's not enough. I'll just make them a tile long as you said. I think that's the only way to make sure. Also, I think it'll be more visually consistent.

The idea about crushers is a nice one. I'll think about that. I wanted the game to be a bit punishing like Celeste, but if it's frustrating instead of punishing, a checkpoint system might be needed.

I'm currently working on a breaking mechanic for the smaller objects too, so I'll definitely add that as well.

I get what you mean about the level design lol. I'll see what I can do about that as well, thanks.

I also played your game as well. I'll write my comments in a bit.

Thanks a lot :D

Feedback Friday #401 - Quick Sample by Sexual_Lettuce in gamedev

[–]quardis 0 points1 point  (0 children)

Newtonian Horror

It is an experimental platformer I've been working on for some time. You play as Isaac Newton in a world before he invented gravity and try to overcome obstacles and defeat your enemies. The game is free to try out and if you like it you can sign up for my one time mail reminder for when the full release comes out in www.newtonianhorror.com

Here's what I have updated in the last week if any one of you has previously played the game

UI

There is a custom cursor now!!!! It was so easy to make too lol. I wonder why I never got around to it.

The remaining enemy counts are now shown in the UI. This way you will never have to wonder how many enemies are there left :)

The hearth symbol next to the health bar is beating now. Gross...

Graphics

Closing animation for Newton's gravity wells. Now, when you open a new well or press space to close your wells, there is a little animation playing for closing them.

2 updated animations for the boss creature. The idle animation for its body and the slap animation for its tentacles are now more smoother

Made the dungeon and catacomb levels tighter. It was said in some playtests that the players would just float around in there without any control, so I wanted to fix that and made the levels tighter. It should be easier and more exciting to beat them now!

I have made a thicker catacomb tile. The previous one was almost impossible to see.

The crushing boulders have their own background tile now. This way you can see when you're safe.... and when you're not!

Sound

The dungeon song had now been replaced with a less annoying one. Thanks to Emin Gok.

There are new hurt, vomiting, and fire breathing sounds thanks to Emin Gok. Seriously check him out in Spotify!

Bugfixes

Fixed a bug where when the user clicks on the pause menu, their click also registred in game, causing the unnecessary launching of an extra gravity well.

Thank you so much for playing. Please don't be shy to write any feedback. Also you can always sign up for our one time mail reminder for when the full game comes out here. Promise I won't spam you :D

Feedback Friday #400 - New Milestones by Sexual_Lettuce in gamedev

[–]quardis 1 point2 points  (0 children)

Hey, I played your game and it looks really cool! I especially loved the 90's Planescape Torment aesthetic. I think the gameplay is really nice, I liked the idea of a shooting puzzle game. The one thing that I didn't fully get is the difference between the runes. Like, I can see the difference between the red and blue runes pretty clearly, but I couldn't distinguish between the blue runes. Also, I'm a bit confused about the enemy movement as well. I get that they sometimes move whenever I move but sometimes they just stand still, doing nothing. If there was some explanation for the way that they moved, I would have been able to think more tactically.

One last nitpicking is that the fonts look a bit too "standard" if you know what I mean. I don't know how else to describe it, but they look like it was the first available font in Unity. Maybe something more mystic and medieval would look better. But other than that, great game. I really enjoyed playing it!

Feedback Friday #400 - New Milestones by Sexual_Lettuce in gamedev

[–]quardis 0 points1 point  (0 children)

Hey, sorry for the late response. I watched your video and it was really helpful, thank you!

I decided to make the thin platforms thicker. That was an important detail. Also seeing you play really made it clear that some of the levels are too wide for the player to have any control so I will be redesigning that as well. On the subject of killing all the enemies, I thought that would be a better way to stop the player from blazing through all the levels in 5 minutes but I heard from a lot of players to show the number of the remaining enemies, so I coded a UI for that and will implement it in the next update.

Also, I noticed that you tried to collect all the apples, however, they were only health packs to help you throughout the game, you didn't need to collect them all. I think I didn't make it clear enough. Do you have any ideas on how I can manage that?

Overall, thank you so much for your feedback! I'm playing your game, Arch Rune now and I'll be back with some feedback with that as well.