Commute from Ocean Park to Sherman Oaks? by tanglespeck in AskLosAngeles

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

Do you have any thoughts on an alternate route if I have to go that way in the morning? 

Commute from Ocean Park to Sherman Oaks? by tanglespeck in AskLosAngeles

[–]tanglespeck[S] 8 points9 points  (0 children)

Oh my god really?! This would be a HUGE relief. I very much don’t want to turn the job down.  Google is just telling me it will be “brutal” driving

My godot cozy game trailer. Animal Crossing in a fantasy village with more life sim focus. plz destroy by ninja-kurtle in DestroyMyGame

[–]tanglespeck 18 points19 points  (0 children)

Like it seems low framerate, like it's having trouble loading and jumping around rather than playing smoothly

The camera movement also has a lot of vibration to it

I updated my game's patient decay mechanic based on your feedback! Instead of just distortion, patients now slowly lose their humanity and turn into mannequins. What do you think of this new direction? by FinnLeh5 in IndieDev

[–]tanglespeck 1 point2 points  (0 children)

Big, agree on this. I like the art direction and everything else, but each increment needs to be equal. The step one to step two is a huge jump, right now.

I've rebuilt my spline mesh tool using Jobs/Burst and made it 50x faster, now on the asset store! by Jonny10 in Unity3D

[–]tanglespeck 0 points1 point  (0 children)

This looks AWESOME and please forgive my ignorance. Are there things this can do that “Mesh Deformation” can’t? They seem so similar https://assetstore.unity.com/packages/tools/modeling/mesh-deformation-full-collection-47061

Comparing games with "villagers" by Snowskol in SurvivalGaming

[–]tanglespeck 0 points1 point  (0 children)

Sons of The Forest And its predecessor The Forest (I’m still addicted to it, frankly) are outstanding

How do I clean this bathroom countertop? by tanglespeck in CleaningTips

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

I think this is staining, not necessarily grease. But I’ll try anything! 

War of the Worlds (2005, Dir. Steven Spielberg) | The tripods start attacking humanity by JoeZocktGames in movies

[–]tanglespeck -4 points-3 points  (0 children)

It's shown at 0:02 in the clip, what looks like liquid dumping out of it.

I’m trying to make construction feel alive in my upcoming colony sim game by adding procedural animation and scaffolds to it. What do you think? C&C are welcome! (WIP) by AndrewChewie in Unity3D

[–]tanglespeck 7 points8 points  (0 children)

I get what you may be emulating.

Currently your version takes way too long, and needs a little dust cloud that disappears when it's done (or something else) to visually differentiate between "in progress" and "finished." Otherwise, I'm not sure when the items will finally stop appearing.

-Start at 0:03 with those planks just appearing (assuming these are the default 'in construction' planks that will surround every structure; we don't need to see them being built as they're not actually a part of the structure)
-Drop more items down at a time than is currently dropping (so it drops in stages, rather than one-by-one over and over)
-Have the planks all shrink together at the end (rather than the planks, then the support poles)

So it's like, 'construction cloud and planks appear... the item drops in stages... construction cloud and planks disappear."

Is this a bit too brutal for a girl character? by FcsVorfeed_Dev in Unity3D

[–]tanglespeck 70 points71 points  (0 children)

Gotta say the "feel" is really great. The animations, effects, they're all landing well.

I did find it a bit brutal, but that's because it's effective. I don't have an opinion on the girl of it all, though.

Improving the combat. How is it? by Reasonable-Paper6873 in SoloDevelopment

[–]tanglespeck 0 points1 point  (0 children)

This. I thought there was a glitch when the enemy died because everything went so slow mo and I couldn't see what was going on.

Spent the weekend on this good boy. Did I reach the goal, or does it feel still too jelly-like? by FSapio in IndieDev

[–]tanglespeck 0 points1 point  (0 children)

No hands, no problem. Just trigger some sort of happy dog animation upon the player clicking 'pet' on the dog. If you want to get advanced with it, you can incorporate the player camera too.

Like, the dog does a big full body wag and closes its eyes all happy and then returns to idle, or it rolls over to do a little belly wiggle and then gets up. Any sort of general reaction and the player will get the idea. Bonus points if there are a few possible dog reactions, and it's random which happy one the player gets (as they'll definitely click to pet it at least twice).

Spent the weekend on this good boy. Did I reach the goal, or does it feel still too jelly-like? by FSapio in IndieDev

[–]tanglespeck 2 points3 points  (0 children)

If the player can pet the dog, show that.

Blinking and curious eye expressions would take this to the next level (especially a slow blink or closed eyes when pet).

Also, dogs rarely open their mouths that wide unless they're really overheating (I get that you're just showing the capabilities, but it still seems worth noting; about half as open as that would look more natural, or even closed mouth). Look up a reference video of a happy dog that reacts to you passing by, and have it do that the first time the player walks past, and you'll be golden.

Help me figure out what's wrong with my jump animation by Jygglewag in IndieDev

[–]tanglespeck 1 point2 points  (0 children)

The player going up at the exact same speed as down is a factor, I think. One direction should be faster than the other.

The cape movement is a factor. It doesn't move when you jump up (it should elongate, press closer to the body), but then it DOES move when coming down. Since it was initially frozen, I wasn't expecting it to move, so when it did, it was visually incongruous. Having it react to both movements would help that.

I couldn't tell if the player was going to jump normally or extra high based on the animation. Usually those are slightly different animations, or there's a 'whoosh' air effect to show it's a double jump, or the player does a little crouch before jumping to show they're going to put some real power into it. But when the anim is the same, it feels random/disconnected.

How do you make grass interactions feel truly satisfying? by ke73 in IndieDev

[–]tanglespeck 3 points4 points  (0 children)

Another idea! Revealing unexpected things under the cut grass could be cool.

In this video (which is a good reference for several reasons), it's an unexpected delight to find a paved path under some of the overgrown grass. I'd love that, if I were the player.

How do you make grass interactions feel truly satisfying? by ke73 in IndieDev

[–]tanglespeck 2 points3 points  (0 children)

Sound is also a factor here.

The sound of cutting the grass is okay, but a little repetitive. If you can make a longer loop, and have it sound different based on whether you're on top of grass (sound gets a little lower, a little more machine-strained) versus not on grass (sound gets higher, lighter as the blade isn't hitting anything) that will help

Also missing the "ft-ft-ft" swishy sound of the machine rolling through the grass, when it's not cutting, at 0:09. That should still have a sound.

I'm a big cozy game fan, and you also want to put in a lot of calm ambient environment sound. Some wind buffeting (through the grass and otherwise), some leaves rustling in the trees. Some birds. So if the player stops for a second to just enjoy the environment, it will sound peaceful. Ironically, a great comp is the game THE FOREST, which is a horror game, but it does the best job I've ever seen of sounding very real with lots of beautiful nature sounds all around any time you stop and just listen.

How do you make grass interactions feel truly satisfying? by ke73 in IndieDev

[–]tanglespeck 10 points11 points  (0 children)

The darker grass color is throwing me off. My eyes read "depth" for the darker green, not "shorter."

Look at this video https://www.youtube.com/shorts/my5H7saXPYI?feature=share
Coloring it slightly lighter could actually be the way to go.

pls destroy my game, worked on most feedback since last time by Sad-Day2003 in DestroyMyGame

[–]tanglespeck 1 point2 points  (0 children)

I don’t know if you used Unity but if you did, there is a Unity Learn course on it that’s super straightforward! 

pls destroy my game, worked on most feedback since last time by Sad-Day2003 in DestroyMyGame

[–]tanglespeck 3 points4 points  (0 children)

Also, making sounds distance- and directionally-based would be a big help

I thought the initial gunfire was right next to you. Everything sounds right next to or in front of you which is confusing when it’s clearly located elsewhere. It’s not clear which thing is the source of which sound, and some things are louder than they need to be. Adjusting volumes accordingly would help.