u/pixelmachinegames

457 post karma · 1,030 comment karma · joined Oct 2016

  1. 2points

    Adding the player-buildable structures to my RTT game (v.redd.it) [Show-Off]

    1 comments · source

  2. 2points

    Weird glitch in a Unity game build one of my players got, anybody seen anything like it before? (i.redd.it) [Question]

    7 comments · source

  3. 37points

    This is my first game, I'm also working on the enemy AI in it right now. (v.redd.it) [Show & Tell]

    16 comments · source

pixelmachinegames

How come no one said anything about Lunacy? Free and very good for UI.

pixelmachinegames

Is there a chance they'll let us use it outside of Unreal? Subscription, or something?

pixelmachinegames

Unfortunately, yes, and many publishers do that (at least they did last year, when I was releasing my game). Steam knows about it, but the last time I looked into the subject, they weren't really fighting this effectively. They used to send emails asking you to stop doing this, so maybe their algo also finally takes it into account and suppresses these titles, but last year this was a viable strategy.
I delayed my game three times cause I kept finding fatal bugs before the release, so got one of those emails as well. In the end, I just delayed the release for two months and never changed the date again.

pixelmachinegames

Looks very smooth. Also, nice post processing and consistent art direction. Nice!

pixelmachinegames

So I've been working on adding some more engagement for the player in my game, and one of the tried and true mechanics I know of is letting the player build his own structures on the map.
I'm adding your typical assortment of guard towers, bunkers, sandbags... Also, to make it a bit more interesting, I'll be forcing the player to actually bring the construction materials in a convoy, before his structure can be fully built and functional.
Just a bit of show off, cause I've been banging code away in my dark room, and haven't posted anything for years probably, here.

pixelmachinegames

You have to approach this realistically. If you ever want to have a shot at real success, you're gonna have to think of and work on an ambitious project. And if you do, it will absolutely require a huge investment (time and money, but lots of time most of all) on your part - there's really no way around it. So the question is - do you even want this in your life? You don't have to do it.

If you enjoy fast and simple gamedev projects - just chill out and do them. There's no need to hurt yourself over this, you can do hundreds of different things in life, and this one is one of the more lonely and tedious of them.

pixelmachinegames

I have to agree - it's getting harder and harder to find any interesting gamedev information here, and it more and more looks like an asset store.

All show off posts should be completely banned, top to bottom. Especially the sneaky show off, the "what do you guys think of my x" posts.

pixelmachinegames

It is definitely less than 4gb - more like 2, tops.

pixelmachinegames

Apparently he doesn't, only with this one.

pixelmachinegames

So this is a screenshot sent to me by one of my game's players. These weird glitchy lines show up - I don't even know what to tell him.
Never seen anything like it, there's nothing wrong logged, and he has the same GFX card as me.
Anyone knows what's up with this?

pixelmachinegames

I'm the exact opposite of that - I don't want to think about the underlying technology at all, I'm only interested in creating the content, the game itself.
And I always felt bad about this, like maybe I shouldn't be in it if I'm not furthering the industry with any new tricks.

pixelmachinegames

Invasion Machine
This is a solo dev strategy game I'm about to release to early access in February, and I just completed a first proper trailer for.
The premise is: What if you were made responsible for a single, desert Area of Operations, given troops that aren't supposed to be just soulless cannon fodder drones, and are tasked with keeping the situation manageable?

Trailer here: https://www.youtube.com/watch?v=FDqTaqGvSl0
and the Steam page: https://store.steampowered.com/app/964650/Invasion_Machine/

pixelmachinegames

Well, I heard recently that Steam is doing that gaming environment sandbox thingy for Linux, so maybe that will help. For now I stay away, cause I'm having delays of the game as it is...

pixelmachinegames

I literally started making it after googling "free 3d game engine". That was something like 3 years ago. I never heard of Unity before.
I have a background in web development, so I'm sure it helped me in the beginning, it's not like I was a coal miner trying to switch industries. But yeah, this is my first attempt ever.

pixelmachinegames

It's my primitive mouse-rotation code - you rotate the screen around by holding a mouse button and dragging around. I don't have any smoothing on it, or anything - so it looks so bad in recordings.

pixelmachinegames

Yeah, that one. Hardly a good advertisement for the additional effort :)

pixelmachinegames

The recent discussion about Linux scared me off of it for good, pretty much :)

pixelmachinegames

Game Title: Invasion Machine

Engine: Unity

Whenever you attack one enemy, everybody in his vicinity gets involved as well, with a unique combat role to fill.
Some enemies will look for a weapons platform to use (like the technical you see coming towards you in the end of the movie), some will try to find high ground and flank you from there, and some will suppress your units in the meantime.
If you prove to be too hard to kill, they will eventually start panicking and running for cover or trying to disengage.

It's still far from perfect, and also really hard to test sometimes, but after many iterations I can actually see them acting more natural (or maybe I'm biased).

This is a first game I ever tried making, been planning it since I saw Black Hawk Down for the first time, many years ago.

link: https://store.steampowered.com/app/964650/Invasion_Machine/

pixelmachinegames

Be sure to post a followup topic in a while. Did it change anything? Did our feedback get considered and is at least any of these (some serious) issues getting addressed? If so, when?
We generally feel left completely in the dark. We don't want a constant stream of new alpha/beta features, most of which you'll soon abandon. We want the team to stick to finishing what they already started, and making sure Unity remains a complete toolset for publishing a game. The way it's developed right now, it somewhat starts to look like Star Citizen of game engines.
On the plus side, I may be daily annoyed by Unity, but I am still getting closer to releasing my own game, and I was even able to consistently upgrade to newest Unity builds over time, currently on 2019.2. So it's not all bad. Just far from perfect.

pixelmachinegames

I couldn't agree more with all of this. They should basically make you their PM.
All the stuff you mentioned should be in the engine 5 years ago.

pixelmachinegames

Whenever you roll a new feature out, it has something like 70% chance of being abandoned, before even getting properly finished - always becuse you get distracted by the even newer, shinier toy. We can never tell when and if investing our time and effort in any of the new stuff will become a dead end.

pixelmachinegames

Thanks for a big reply. I also have to say that while CTS elevated the look of my scene to a level previously unimaginable with Unity's shader, it did come at a cost, for sure.
I might look at microsplat again, cause I'd love to get good looks and after rendering, but honestly the support is iffy (I got his other asset, it broke my prefabs and I couldn't get any helpful support. The story with the CTS guys is completely different, when it comes to handling issues). And since I'm trying to finish my product, I don't have time or money for half-working assets and fixing 3rd party things on my own.