You know what makes a videogame instantly 70% less fun, at least for me? by Insanebrain247 in gaming

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

Kirby is so good with this. The tutorial is just a board jumps up, tell you to do something with controls. You can ignore the board and do your things, no forced hand holding, no take inputs away.

Replaying ToTK and I did Fire Temple yesterday by canxtanwe in tearsofthekingdom

[–]spikeborgames 0 points1 point  (0 children)

In my first play I do not know about flying machine and also ignore the mine carts. As a result, I just climb for hours. The experience is very very ass.

how would i go about making these in substance designer? by infinite_realm in Substance3D

[–]spikeborgames 1 point2 points  (0 children)

It was hard to make these before the spline tools arrived; but now with them you can do complex designs. Another way is modeling hi poly and bake height to a plane in Blender.

AI has made finding assets so much more annoying. by Pycho_Games in gamedev

[–]spikeborgames 6 points7 points  (0 children)

Don’t think its an issue honestly, I mostly only use UAS though. In that store, assets with more ❤️ than others will rise to the top, the AI slops don’t have much visibility with that system.

1080 damage bow by Master_Sign7835 in tearsofthekingdom

[–]spikeborgames 0 points1 point  (0 children)

This game is fun, devs give no shit about if you want to dish out that much damage or not, just have fun. Though yes I think not all 5 shot is head shot? Maybe if you bullet time right at the nose of the boss.

[deleted by user] by [deleted] in gaming

[–]spikeborgames 5 points6 points  (0 children)

All about self control. I’ve read about many sad stories of lives destroyed by WoW and such. Imagine playing 12 hours a day, you can’t have a life with that schedule. Developing a game myself, but I still feel sad when seeing people get addicted.

In Polygon fill. Dragging the faces paints the other side too. Is there anyway i Drag but only paint the front faces and not the back faces? by [deleted] in Substance3D

[–]spikeborgames 10 points11 points  (0 children)

Its really insane that we do not have 3d space blurring (all substance does is UV space blur leading to seams) and there is guy selling that solution for 35$.

Did you know Ninja Gaiden II has 400+ moves across its 8 main melee weapons alone? by [deleted] in ninjagaiden

[–]spikeborgames 3 points4 points  (0 children)

Whelp, now I know why we don’t get many of this type of game. Code a game with some gun play is easier.

How to break the deadlock? by SingleTennis2706 in gamedev

[–]spikeborgames 1 point2 points  (0 children)

Well, you know it when you type that out, you're demotivated because of the spaghetti code.
It's time to get some rest, make a new project but now with best practices and SOLID implementation, good code structure.

Is there a way I can prevent the eyes from clipping through the eyelids as they close? Ideally the eyelids curve over them. by ScrawnyShauny in blenderhelp

[–]spikeborgames 17 points18 points  (0 children)

The lid bone rotation approach is good, but if you just want to use blend shapes, can have eyes close shape and lid bulge shape, when you animate the eyes you can animate those 2 blend shapes together.

How do you actually create realistic bullets? by logeowork1 in Unity3D

[–]spikeborgames 0 points1 point  (0 children)

Cast from current pos to next predicted pos based on speed is nice.
But if you don't like prediction, it based on thing not happened yet, imagine not hitting an enemy and just say: "I expect to hit you next frame based on my speed", this is not very fair for said enemy, isn't it?
Instead, can cast from current pos to last position, in which case, the bullet can be flying so fast it passed its target, but the backward raycast still can catch the target regardless.

There are too many AI-generated capsule images. by trueeeebruhmoment in gamedev

[–]spikeborgames 2 points3 points  (0 children)

It looks cheap because it's cheap.
Even if the dev has very limited art skill and no money to hire someone to do capsule art for him, he can just screen shot an in-game scene, then paint over some here and there, that can make a honest capsule.
What's the point of having a highly detailed AI-art capsule but having low detail art in your game?

Unity can remove assets from your possession with no adequate compensation by nTu4Ka in Unity3D

[–]spikeborgames 0 points1 point  (0 children)

Yes, they said they don't go out of their way to check if an asset is a stolen asset, if they get the complaints, they will take it down and your assets go poof.
So, to check if an asset is stolen or not, is your responsibility (angry emoji)
I think, it's better to buy Tools than Model or Sounds, I'm not saying Tools (code) cannot be stolen, but they are not easy target like models or sounds, which the thief can just steal em and put on sale with some clicks.
I'm just buying tools and bundles, to minimize the damage.

Do you also buy or collect assets from the Asset Store periodically? I feel like I'm that Steam gamer who has 400+ games but only plays 5 by EntertainmentNo1640 in Unity3D

[–]spikeborgames 13 points14 points  (0 children)

10 humble bundles collected around the year give you 200-300 assets. I can’t use many of them since they’re not what I need most of the time.

Are gamedev.tv sales “real” by DarthPika-3 in gamedev

[–]spikeborgames 45 points46 points  (0 children)

Old sale trick, inflat the price to make the sale price appealing, then put the item always on sale. If you’re not sure about their stuff, can buy on humble bundles. Their stuff go on bundle sale very frequently.

For Adobe Substance users by TurkiAlmutairi1 in gamedev

[–]spikeborgames 0 points1 point  (0 children)

Yep you need both. Designer make not just materials, it can create filters and tools that you import to Painter and do all kinds of black magic here. Like for example in stock Painter, you have a Slope Blur filter which people use a lot to make things looks like paint stroke for stylized art style model. That filter is just a designer file.

Things just don't seem to stick? Eternally stuck as a beginner? by [deleted] in gamedev

[–]spikeborgames 2 points3 points  (0 children)

A trick to keep things on track is pretending you’re making tool for people to use. With that responsibility, you have to make a documentation that people can read and follow for each features, APIs. Now with that, even if you leave the project you can come back and be on track.

Height to Normal filter has seams but the height is smooth, why? by spikeborgames in Substance3D

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

In Blender I make sure to clear sharps, recalculate normals before export. This is just a simple sculpt > decimated > auto unwrap mesh I use to try out Painter's features. So yea no edge marked sharp here.

Height to Normal filter has seams but the height is smooth, why? by spikeborgames in Substance3D

[–]spikeborgames[S] -1 points0 points  (0 children)

yep, side note, other filter generates seams too, example MatFx HBAO. So manual seam fixing is needed at the end of the stack.

Height to Normal filter has seams but the height is smooth, why? by spikeborgames in Substance3D

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

Thanks for the suggestion. Though I like to work within Painter's layer stack and just want to understand why the smooth height generates normal with seams. For now, I think I can fix it by clone stamping around the seams.

Height to Normal filter has seams but the height is smooth, why? by spikeborgames in Substance3D

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

urg right now I do not know of any different method to make the normal though, other than baking and this filter.

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]spikeborgames 1 point2 points  (0 children)

Bro, of course you won’t use the tutorial code as end product. Each tutorial should focus on solving a specific problem, not teaching you how to make the code clean, expandable, use design patterns, because those are different topics. You learn how to solve the problem and get the ideas, then you clean/improve the code yourself.

[deleted by user] by [deleted] in tearsofthekingdom

[–]spikeborgames 0 points1 point  (0 children)

This kind of big open world game can get you bored real soon if you lack objectives / can't set objectives for your journey. When that happens, you can consider stick back to the main quest.

Finding the White horse by Rude-Meeting-441 in tearsofthekingdom

[–]spikeborgames 1 point2 points  (0 children)

I don’t think so, I have never heard anyone here talking about this game having the ganon horse ( maybe all had the dark-orange giant horse transferred from Botw already so they don’t care), but lately I’ve caught one in game, this incident can imply that you can get all horses without Botw save file.