TheDeveloperDude
MagicScreen Games
- Joined
- Jan 9, 2012
- Messages
- 615
I have changed the buttons for Steel Breeze Empire as well. I have little time for programming because I have to play the game. Now I am over 2100 battles.
When you change the drop rate on the relics.When will I finish this test? After some hundreds hours?
Playing around with some roguelike sprites, animations, glow effects. This was very therapeutic. The water might look a bit funny, any advice?
Left looks good. Right looks cutesy. I really hate the cutesy look.I'd like to hear your thoughts on this.
View attachment 27089
I'm redoing all of my assets to match with the pixel style of the characters. Everything is still a work in progress. I'm trying to decide what to do about the trees. Here I'm experimenting with two different choices for the leaf bunches. At left each leaf bunch is three intersecting planes. At right the leaf bunches are more of a sphere shape. If you look closely at either one you'll see big chunky texels, 16 colors each I think. Do you have a preference for either one? Why?
I think you need to make the water colors more subdued, they're too vibrant and the water pops out from the other tiles. Plus, you've drawn big waves but made tiny one-pixel or so animations. Either make animations more pronounced or wave patterns smaller, they don't gel together.Playing around with some roguelike sprites, animations, glow effects. This was very therapeutic. The water might look a bit funny, any advice?
IMHO after you get the initial feel, the better way to spend your time would be doing more actual work. You can't do ten-hour testing sessions all that often unless you're in the polishing phase.This is the big problem developing a big crpg. I have been testing+playing more than 10 hours and I have not found one relic yet. I have to find 20 relics. I am in the 3rd dungeon. When will I finish this test? After some hundreds hours?
Playing around with some roguelike sprites, animations, glow effects. This was very therapeutic. The water might look a bit funny, any advice?
If you use baked vertex lighting and a gradient tool to bake in a directional gradient (for example, using vertex color master add-on in Blender) you won't get the cross-quads lit unevenly on the left tree.I'd like to hear your thoughts on this.
View attachment 27089
I'm redoing all of my assets to match with the pixel style of the characters. Everything is still a work in progress. I'm trying to decide what to do about the trees. Here I'm experimenting with two different choices for the leaf bunches. At left each leaf bunch is three intersecting planes. At right the leaf bunches are more of a sphere shape. If you look closely at either one you'll see big chunky texels, 16 colors each I think. Do you have a preference for either one? Why?
Unity is laying off hundreds of employees
Yeah, no idea why it's such a mismanaged messUnity employed 5,245 people as of December 31, 2021, indicating the company had nearly doubled its workforce since it went public in 2020.
I've never trusted Unity. With all this its become a lot more obvious to everyone now how shady they are.current state of Unity: Unity devs cancel an internal project because they were unable to make a game with their own engine
https://forum.unity.com/threads/int...oming-sample-game.1257135/page-2#post-8278305
Gee, I wonder what could be the reason for a product to go so wrong. I mean, it's just a company devoted to a single piece of software, right?
https://www.protocol.com/bulletins/unity-layoffs-game-engine
Unity is laying off hundreds of employees
Yeah, no idea why it's such a mismanaged messUnity employed 5,245 people as of December 31, 2021, indicating the company had nearly doubled its workforce since it went public in 2020.
Going to guess at some point they fired the 3 people capable of actually programming to free up more money to hire Shaneeqa the diversity management specialist.
How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.
And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.
Playing around with some roguelike sprites, animations, glow effects. This was very therapeutic. The water might look a bit funny, any advice?
It doesn't really say anything. If you made another incredibly easy to use engine that was also nearly perfectly engineered without any of the problems of Unity, with an asset store, you would still end up with 99% of games made with it being shovelware simply because of how easy it would be to pump out a low effort game with said engine. It's just a fact of the matter with a system that has a very low bar for entry and low commitment; on one hand you end up with a ton of shovelware, on the other hand it allows some unique, small-scale projects to get made that might not have gotten off the ground if using a harder to learn engine.And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.
It says everything about Unity. Easy to get into and release shovelware. Difficult/impossible to work with on larger projects. I always chuckle thinking about Unity Technologies, that their Unity showcases aren't made with Unity. Shysters.It doesn't really say anything. If you made another incredibly easy to use engine that was also nearly perfectly engineered without any of the problems of Unity, with an asset store, you would still end up with 99% of games made with it being shovelware simply because of how easy it would be to pump out a low effort game with said engine. It's just a fact of the matter with a system that has a very low bar for entry and low commitment; on one hand you end up with a ton of shovelware, on the other hand it allows some unique, small-scale projects to get made that might not have gotten off the ground if using a harder to learn engine.And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.
You sound like a jilted lover.It says everything about Unity. Easy to get into and release shovelware. Difficult/impossible to work with on larger projects. I always chuckle thinking about Unity Technologies, that their Unity showcases aren't made with Unity. Shysters.It doesn't really say anything. If you made another incredibly easy to use engine that was also nearly perfectly engineered without any of the problems of Unity, with an asset store, you would still end up with 99% of games made with it being shovelware simply because of how easy it would be to pump out a low effort game with said engine. It's just a fact of the matter with a system that has a very low bar for entry and low commitment; on one hand you end up with a ton of shovelware, on the other hand it allows some unique, small-scale projects to get made that might not have gotten off the ground if using a harder to learn engine.And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.
Unity has the largest fanboy community of any engine. Say a bad word about it and risk the ilk of the fanboy fanatics.You sound like a jilted lover.It says everything about Unity. Easy to get into and release shovelware. Difficult/impossible to work with on larger projects. I always chuckle thinking about Unity Technologies, that their Unity showcases aren't made with Unity. Shysters.It doesn't really say anything. If you made another incredibly easy to use engine that was also nearly perfectly engineered without any of the problems of Unity, with an asset store, you would still end up with 99% of games made with it being shovelware simply because of how easy it would be to pump out a low effort game with said engine. It's just a fact of the matter with a system that has a very low bar for entry and low commitment; on one hand you end up with a ton of shovelware, on the other hand it allows some unique, small-scale projects to get made that might not have gotten off the ground if using a harder to learn engine.And I wonder how many would do so again? That 99% of anything shipped is shovelware speaks volumes about Unity.How so? There have been many games shipped with Unity. Some of them even turned out good.Unity is a prototyping tool. And for that, it is useful. Nothing more.