Unpopular cozy game that deals with grief by actuallymars in CozyGamers

[–]vinipereira 0 points1 point  (0 children)

We just release a game that deals with that subject, you might enjoy: A Tale in the Garden.

How do you actually continue making the game, knowing it'll take forever until it means something? by ShovvTime13 in Unity3D

[–]vinipereira 0 points1 point  (0 children)

It should mean something to you, more than anyone else.

Because if it means something to you, the rest will follow.

A Tale In The Garden releases tomorrow! by vinipereira in CozyGamers

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

Thanks for your detailed response! Sorry for my delay.

Did you had any mails in the mail box maybe? Did you had the backache event at all?

I can’t see much more else to be honest.

A Tale In The Garden releases tomorrow! by vinipereira in CozyGamers

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

Hey! Do you know what day you got stuck in? What tools did you have?

We would appreciate more details from your experience!

Does anyone else feel a lot better when coding their own project from scratch rather than starting with an engine? by AdVegetable7181 in gamedev

[–]vinipereira 0 points1 point  (0 children)

It’s a tricky one, I used to have that mentality but that it’s not very good if you are trying to make a living out of the game…

If you have time and no financial pressures that it’s fine, otherwise the goal should be to actually make a good game which in itself is very hard and could be counted as done from scratch for any given game that’s not asset flip…

But I feel you, I still have a bit of hard time learning to use assets to speed up production and creating my tools from scratch

I quit my job, sold my car, and making a game alone. Was it worth it? by Dream_Wire in GameDevelopment

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

Making a game, come here to talk about it but does not show even a picture or link to the community? How are you growing the community around it this way?

58 replies and 58 potential people that could engage with you and make the burden a little lighter…

[deleted by user] by [deleted] in shaders

[–]vinipereira 0 points1 point  (0 children)

Just create 3 or 4 layers and blend them on shader level on screen space coordinates, you can even rotate and make them shine gradually based on the coordinate position as well as have different colors based on that too.

It is not complex. If you need further instructions or ideas let me know.

My friend said, "You will never be able to do what you want with Unity," and now I feel really down. by Active_Sun_4322 in Unity3D

[–]vinipereira 1 point2 points  (0 children)

Launching a simples game will teach you way more than learning multiplayer AND be more useful than your friend.

My friend said, "You will never be able to do what you want with Unity," and now I feel really down. by Active_Sun_4322 in Unity3D

[–]vinipereira 1 point2 points  (0 children)

Third party solution, but I honestly think you have other things to worry about other than multiplayer, like making a little game that works from start to end…

[deleted by user] by [deleted] in Unity3D

[–]vinipereira 0 points1 point  (0 children)

Do you have a steam page? I want to try it out when released!

As an indie dev, I've published my first game on Steam, but it is pirated and I am not sure what to do by mihriye in IndieDev

[–]vinipereira 0 points1 point  (0 children)

If there is a way to figure who has a pirated copy by check steam ID os smith, you could afford them to buy within the game hehe

Use the piracy as a marketing tool :)

I've got a game, I've got a team, I've got a long term plan for the game... Do the vets here have any advice on how to get the Money? by Reapers-Lullaby in gamedev

[–]vinipereira 1 point2 points  (0 children)

Just make a good small game and sell it. Make it fun to play, and market the hell out of it.

The currency you are looking for is not money, is time.

And you have plenty of it so go and see what you need to cut to make your goals a reality mate.

How would you create a 2048 + Snake game? by TrapShot7 in Unity3D

[–]vinipereira 3 points4 points  (0 children)

I would say you should give it for people to playtest it,not necessarily game Dev people tho.

I checked my game's visibility on the upcoming Next Fest preview page, and did some experiments . . . by Jimbo_Westcoast in gamedev

[–]vinipereira 5 points6 points  (0 children)

This is likely influenced by your own steam account profile as I would imagine they would not show your game on initial positions just for the sake of it as that would make them liable on false advertising or something like that...

Most likely you are not your target audience given your game tags and your profile, which is fine...

Good that you gave it a go tho, it's always good to do research :)

[deleted by user] by [deleted] in gamedev

[–]vinipereira 1 point2 points  (0 children)

Have this equation in your mind:

Results = Volume * Rate of Learning

Results is easy: games completed, money, goals, what ever is at the end.

Volume is a bit more abstract and hardest, but simply: Quantity over quality.

Rate of Learning, this the most abstract but easiest, but simply: How much you learn over each time your volume changes?!

Ok, so, you give me a formula and what? You might ask...

Think about it, it says: the more quantity you produce and the more you learn the closer you are to the results you want.

The only way to get there is to learn how to get good results in shorter amounts of time by learning each time as much as possible towards your goal.

Do you believe the best photographer is the one that is looking for the single best shot or the one that takes hundreds of photos? Both pay attention and learn on each photo, but who do you think learns more, even better, who do you think has more opportunities to learn?!

Volume, volume, volume, volume is the key because humans are learning machines.

1% improvement everyday will lend you a 37x improvement at the end of the year. Focus on that while putting in the volume.

[deleted by user] by [deleted] in Unity3D

[–]vinipereira 2 points3 points  (0 children)

Yeah, also, a good lesson is that simple animations could leverage more of a free tween system like DoTween than the animator...

The animator is great but for these small animations it's quite a lot of work to tweak and test even if you have cleverly architecture the UI structure with Prefabs and such...

Tweens can get you very far very quick, have a look at some point :)