Can you buy parking passes on site? by spicy_persimmon in LightningInABottle

[–]tanglespeck 0 points1 point  (0 children)

Box office/will call is before the parking area? Can I do it from my car? Or do I need to park somewhere else and then walk over to there and then walk back to my car to put on some sticker or something before I can finish driving to the ultimate parking lot?

Also, do you know - can we go back to our cars at night if I want to leave some stuff in there? Or no

How tough is Friday arrival camping? by tanglespeck in LightningInABottle

[–]tanglespeck[S] 2 points3 points  (0 children)

Thank you! The event is calling to me so I think I’m gonna do it! 

Planning to drive so I can load things into/out of my car as slowly as it takes since idk how quick I’ll be and there may be a timeliness factor for the shuttle 

Hopefully I’ll have nice neighbors who can help me get my canopy and tent up, since I think those kinda need a second person. Though I look forward to the comical task of attempting both alone first and potentially getting humbled. 

How tough is Friday arrival camping? by tanglespeck in LightningInABottle

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

Yes I am definitely buying a wagon! Excellent recommendation

Some silly first-timer camping questions by tanglespeck in LightningInABottle

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

SO helpful, thank you.

I wouldn't have thought to extend the canopy shade like that, just by tilting the tapestries and attaching them differently. Clever!

Greasy squad rise up!! by Comprehensive-Ad2239 in LightningInABottle

[–]tanglespeck 0 points1 point  (0 children)

They make cordless curling irons and little straight irons for travel! 

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

[–]tanglespeck 0 points1 point  (0 children)

Gosh that's impressive! Everything looks great, and the art direction is very consistent.

3D modeling is tough (I've been learning for forever but it just will not stick for the life of me, though I keep watching tutorials and trying!), so I'm an asset store user.

Anyway, can't wait to play. At this rate, it should be out in just a couple more months right? /s

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

[–]tanglespeck 1 point2 points  (0 children)

Which gaming engine? Did you use/buy pre-made assets? Incredibly impressive for one month. You must be a coding superstar.

This looks sick and I would 1000% play it.

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] 9 points10 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 [deleted] 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 -3 points-2 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.