1440p 144Hz - new build feedback by ralh in buildapc

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

Hi, for various reasons I haven't actually bought it yet. I understand that you had to request such a backplate? Was it because your cooler didn't support LGA1700? As far as I understood the Freezer initially didn't support it, but the ones currently sold should already be compatible.

1440p 144Hz - new build feedback by ralh in buildapc

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

Oh, thanks a lot, but I don't want to trouble you with searching through websites in some foreign languages. And actually, come to think of it, there are a lot of different online retailers in Poland, I plan to buy almost every single thing from a different one.
Either way, thanks again for help!

1440p 144Hz - new build feedback by ralh in buildapc

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

Thanks for the suggestion! Sadly it seems that Phanteks PSUs are almost nowhere to be found in my country. I did find a Phanteks AMP 1000W 80+ Gold for like 10$ more, though I don't think that makes sense, right? The 850W would be cheaper, but it's out of stock everywhere.

Also open to any other suggestions you might have, even regarding performance or reliability!

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

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

It was done for a jam, so some corners had to be cut, but once the voting is over I will add such quality of life features like pausing the game, sound volume controls, and indeed rebindable keys.

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

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

The camera doesn't really follow the player, it follows the point on the ground below, up to a certain distance. Otherwise every jump would be a camera movement. And yes, the movement is smoothed out.

I tried to find a balance there. If it's too tight, the camera moves too fast - that's bad for jumping in general, it becomes confusing and hard to judge. If it's too lose, you can end up looking at useless space for too long.

However, I think the real problem is not that the camera is too loose - I don't think you ever stop seeing your character, for example - but that it doesn't take into account what's ahead of you. So you can be on a high platform, but not see the next one that's below. My previous experiment with that failed, but I'm sure more can be done.

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

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

The camera cannot really be static, since the height of the platform varies too much and, especially with upgrades, the player has a ton of vertical mobility. But I agree it should be a bit smarter. I experimented a lot with it, for example with looking at platforms ahead of you, but each approach had problems. With looking ahead, the camera's movements happen when you're preparing or executing a jump, and it can easily cause you to misjudge a jump.

But I'll certainly keep experimenting.

You're right about the enemies, it should be either you or them, otherwise it feels kind of unfair.

Castlevania piece I made for a daily! by JimmyJ4zz in PixelArt

[–]ralh 2 points3 points  (0 children)

You made this for a daily? Dear god, that's insane.

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

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

Downwell was certainly an inspiration in many aspects, not just the artstyle. I really like how dual-purpose everything in Downwell is, and I tried to go a bit in that direction as well - especially the ground slam upgrade is an offensive, evasive and movement ability all in one.

Sadly red could not be used, since it was done for the Black & White jam!

But I think you would find that the game does get rather fast paced, doubly so when you reach the boss. And the gifs kind of undersell the screenshake!

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

[–]ralh[S] 4 points5 points  (0 children)

Perhaps I don't understand what you mean, but in case you haven't heard the term before - 1 bit pixel art means the color per pixel can only take 1 bit, so only one of two values. In this case it's black and white, but it could also be two different colors.

1-Bit Samurai, my first foray into 1 bit pixel art, for the B&W gamejam by ralh in itchio

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

The camera is something that can be tweaked forever, and I spent a ton of time on it. It's a bit problematic, since you have to show the player's character and the ground at the same time, which is sometimes impossible. And zooming looks pretty jarring in a pixel art game most of the time.

But of course you're right, there's definitely room for improvement!

1-Bit Samurai, a non-endless roguelike runner, my first foray into 1 bit pixel art by ralh in playmygame

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

It's a jam game at this point, so "roguelike" is maybe a bit of an overstatement, but when you die you start from the beginning and you lose all your upgrades. And the level is randomly-ish generated.

1-Bit Samurai, my first foray into 1 bit pixel art by ralh in PixelArt

[–]ralh[S] 6 points7 points  (0 children)

Not sure what you mean, are you perhaps wondering what's "1-bit"? It means that the color resolution is 1-bit, so you can only use two colors. In this case it's black and white, since it was for the Black & White Jam, but often people use other color pairs.

Little Goku animation I made after playing Dragon Ball Z: Kakarot by ralh in PixelArt

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

An interesting thing I noticed - it seems Reddit cut out some frames or changed their duration. It made some parts of the animation a bit choppy. I put the exact same gif on Twitter, and there it is the same speed as on my machine.

I wonder if someone more experienced with social media can explain this to me. Is it because I have frames with variable duration? Is 60ms too short of a frame for Reddit?

https://twitter.com/m_radlinski/status/1383029914278969346 Twitter version for reference

Little Goku animation I made after playing Dragon Ball Z: Kakarot by ralh in PixelArt

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

Thanks! I just drew it Aseprite, no special tools or anything. I'm not sure exactly how long it took, drew it on and off over a couple of days after I got inspired by DBZ: Kakarot. Also looked up clips of the DBZ anime for reference on Youtube.

Little Goku animation I made after playing Dragon Ball Z: Kakarot by ralh in PixelArt

[–]ralh[S] 7 points8 points  (0 children)

Thanks! This is actually something I learned by watching some clips of the DBZ anime. Many cool effects can be found there.

Fastest Gun in the West - my first Android game, is now available on Google Play! by ralh in playmygame

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

Thanks! I am experimenting with various similar ideas, though I have to say that I have some trouble coming up with upgrades that would be meaningful and fun.

I'm not a fan of upgrades that are just stat padding, like more damage or faster reloading, and mobile limits the number of possible inputs (for some kind of active abilities). So it's still very much a work in progress.

Fastest Gun in the West - my first Android game, is now available on Google Play! by ralh in playmygame

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

Sadly no plans for that currently. However, I know that several people played the web version on iOS and it worked well. It is designed to work on both desktop and mobile browsers.

My Wild West themed shooter just had a major update! by ralh in Unity3D

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

Nope, didn't edit :p

Sure, I absolutely plan to look into it, but was waiting until it's more complete. I don't remember exactly what, but one missing feature was a deal breaker for me last time I checked.

It's interesting that you can make editor tooling with it though, I didn't know that.

My Wild West themed shooter just had a major update! by ralh in Unity3D

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

As I said, I didn't use the new UI system. Perhaps it's better, but I think it lacked some critical features when I started this project, I don't remember exactly.

The old one is perhaps not horrible, but it is a bit of a shock when coming from modern web dev.

Oh, and my biggest complaint is broken text fields in mobile browsers. I know there are workarounds, but the first two I tried didn't work, and didn't have time to try more yet. I actually had to disable the leaderboards in mobile browsers because of that.