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Prinz Eugn

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  1. I wouldn't give yourself such an artificial limitation, especially if it's already causing you trouble. You can bet they spent a lot of time cleaning up and modifying the 3D rendered sprites in old games like that to work within those constraints. A bigger problem is that you have very little contrast in your scene, which the pallet isn't helping with. It's really hard to tell what's supposed to be in front/behind or what's intractable (or not), like those little balls I assume are objects but blend in with the background text. Here is a hacky example in photoshop of improved contrast:
  2. Prinz Eugn

    Did I really remake Minecraft?

    I would definitely focus on how it's different from Minecraft, but don't ignore the elephant in the room, by which I mean don't pretend Minecraft doesn't exist. Minecraft players are a substantial part of your potential market, so it might even be useful to make the connection yourself in the marketing material, but frame it as "Tired of boring Minecraft rip-offs and/or Minecraft and/or Minecraft Mods? Here's a block-based game with a difference..." and then get into the quests for people who like RPG mechanics, smaller blocks for people who like building, and the multiple planets/dimensions thing for people who like exploration, and so on. I think pretending your game is somehow not at all inspired by Minecraft/ other block-based games will look really disingenuous and just make it feel more like a rip-off. Just generally I think you need to take a step back and understand that we haven't been playing your game for months or years like you have, basically all we have are these text descriptions and screenshots. We have very little context other than what you give us, and random people just glancing at your website will have even less. As the developer you're too deep into the game to easily understand what people are missing, so you could even try to grab someone in real life to see what they find interesting when playing your game, and use that to update your marketing material. An example of this lack of context: you know the spaceship is a functional flying vehicle, but it looks like a pretty average creative build in Minecraft. Keep in mind that you would already have to know the game to realize that in that screenshot is a functional planet to explore (right?). Yes people can read the text, but they won't if the visuals don't catch their eye. You need to hook them immediately - surface-level appearances really matter here. As an aside, the visuals could still use some tweaking, for example the Terra sky is too green/cyan instead of blue. Here is a quick change to the sky color, along with making everything a little more blue (especially dark colors): You might not be in a position to hire an artist again, but I think you could do some stuff on your own to make the world a little less cartoony/Minecrafty. I would look at Minecraft resource packs for inspiration, you don't have to re-invent the wheel here.
  3. Prinz Eugn

    Did I really remake Minecraft?

    As many have said, your website screams "Minecraft Clone." You need to invest some time in rethinking how you sell your game, since first impressions are very important and have not gone well so far.The screenshots you have publicly available are especially poorly chosen, they either don't seem to show anything at all, or look straight out of Minecraft. The game you describe here is not the one I see or am reading about on your website. You really need to show not tell. Think about what you want to communicate to potential investors/buyers about your game. What sets it apart, and why would I want to play it? I suggest the following additional screenshots: Block Scale: One to give a sense of scale of the blocks. Some with a character and blocks so it's obviously your world is higher-resolution than Minecraft. Without any clue as to scale of the world, it really does look like Minecraft with a texture pack. World Scale: Similarly, some to show us things that are impossible in Minecraft, like mountain ranges with your generous height limit. Mess with the terrain generator and show us some really unreal structures. Planet Size: Some showing us these planets floating in space at a size we can make out that they are realized worlds. The current space screenshot ("A Realistic Night Sky") is not clear, I thought it was a blurred out stock image. The planet needs to be much bigger, and the nebula needs to be much brighter to really be recognized. General Interface: Some showing something from the player perspective that illustrates unique UI elements. This will be another clear indicator that it's not Minecraft with a skin, but rather a unique experience. Questing: Some showing us some questing stuff. Quests seem to be something that really sets your game apart, show us characters interacting and some of the interface. Even if it's just a screenshot of a character with the dialog subtitle related to the quest, that immediately tells someone 1) there are quest-like things and 2) it's not Minecraft, because there aren't NPCs with dialog in Minecraft. Unique Items/objects: You mention a spaceship in some description text... can we, like, see it? Same goes for other unique items or objects, which will immediately reveal this is not Minecraft! Alien-ness: Some showing us these alien worlds where we can actually see them, so we can tell they are distinct places. Currently your Lumious screenshot is too dark to see anything, and Lunar is just the peak of a grey mountain on black (with a very very faint nebula in the background). You should also check your screenshots and other images on other screens, all your screenshots are really dark, even the one during the day. I think your monitor(s) might not be well-calibrated. Obviously if you can jam mutliple categories into one screenshot, do it. Think a screenshot of the player and their ship on a lunar mountain range, or the player holding a unique item talking to a Pirate on Lumious. You should also rethink your vocabulary to be a less Minecraft-esque in general. Think "Outposts" instead of villages, or "Zones" instead of biomes, little stuff like that. Visually, you could do some pallet swaps and get a way different looking game at first glance (especially with Terra):
  4. If I'm using a sketch or other piece of art as a base, I usually just scale it down to the appropriate pixel size and paint over it, and then have the original to the side as a reference.
  5. Prinz Eugn

    Seeking feedback on some sprites

    I'd say it looks pretty good, depending on what style you are going for, in terms of overall pixel art technical stuff and proportions. You could always image search "pixel art faces" and see if there's anything you could adapt. Maybe add some more shadows for the nose? I would also add some more detail to his clothes, maybe something on his shirt, or an asymmetrical patch on his pants, or a stripe on his socks. Is he supposed to be super clean cut? Slightly rebellious? Blank slate? One thing that might be helpful is increasing the contrast. Right now he's relatively washed out, and you definitely want your player's character to stick out. Note that also depends on what your backgrounds will look like. The safe and/or lazy way to guarantee contrast is a black outline on character sprites, but that doesn't seem to fit the style you are going for. Here is and example of what I would do (but you know what you're going for better than me):
  6. Prinz Eugn

    World Map Advice

    One thing to do would be to add different colors for different environments, like LorenzoGatti mentioned.. Make the forests green, the the arctic white, the mountains greyish, etc. I would be careful to keep it subtle (like use really desaturated colors) so it still looks like an old-timey map. Often on real maps the color is by elevation, which is called hypsometric tint if you want to search for examples. I'm not sure how you're integrating the interface, but consider adding some labels. Maybe even just for the oceans to keep it clean. I whipped up this example below in Photoshop to think about it. Some tinier islands wouldn't hurt, like in the archipelago, or maybe something like some fjords to add some visual interest by making the shore sharper in places as Awoken mentioned. Hm, and I didn't see anything that screamed "desert" to me, so that might be something to think about (sand dunes?). I would also think about adding representations of cities, ruins, caves, etc.in a similar style to how you have the hills, assuming you want more detail. Of course, how much detail you want on the base map depends on how much stuff you are going to put on top of it in the game, If you're going to have a bunch of icons for stuff on top, I would not add very much other than some color personally.
  7. Prinz Eugn

    i need help in unity

    I think iRyu is saying that you can have a game object which you move directly through your script, then attached to that game object is the ball game object that can spin freely. That way, you can move the ball around with a fixed reference frame (from the parent object) and have it (the ball object itself) spin.
  8. On the wing thing, I think that's still something that could be improved. I got bored after work and made a few mock-ups (top is the original):
  9. Well, that sort of depends on how detailed the other aircraft. It just needs to fit into the overall look. I think it's pretty good, it's simpler than the other jet you posted. I think having less "stuff" makes it fit the part of an advanced stealth fighter, but that being said it does seem a little plain to me. If you do want to add more detail, I would maybe add a dorsal spine, maybe add something under the exhaust, and maybe try some winglets. I see you had some panels by the cockpit and got rid of them... I dunno, I kind of liked them (would be better if they weren't outlined so much as slightly darker gray) EDIT: Added a quick mock-up of a dorsal spine and some more panel lines, and that thing near the cockpit.
  10. Just wanted to drop in and say I think it's looking great!
  11. Hi DeltaKshatriya, I saw this on the front page, sorry it's taken me a while to sit down and write this. I've only done "some" 3D modelling, but I've done a lot of fictional airplane design. Note that I naturally lean on realism when I design stuff, so that's how I tend to think about designs. First, it looks like a great start. I'm sorry if this seems overly critical. Creating art is a constant learning process and hopefully this helps. The overall impression for me is kind of retro-futuristic, like something that would be futuristic in a WW2 context. In fact it looks a lot like the Horten Ho 229, not sure if that's intentional. Other first impression is that it looks more like a bomber or a drone than a true fighter. The biggest reason for that is the really long wings that aren't swept back very much. Generally speaking, sharper the wing sweep, the faster something is, or at least looks. If you look at modern fighters, they almost all have delta or trapezoidal wings with much, much sharper sweep. Fighters also usually have more, bigger control surfaces proportionally. Maybe a canard up front could help? You mentioned issues with the cockpit... So I think the cockpit is way too far back. Generally they are much closer to the nose (so the pilot has some downward visibility). Moving it forward will also help with the fighter "look". They are also usually a little longer, too, proportionally. The curve of the nose looks off, too much like a flattened cylinder. It lacks geometrical complexity, like there aren't really compound curves. And it doesn't really look that, um, fierce? You could try adding chines ( see attached example), which are the edges on stealth aircraft that basically are the dividing line between radar waves being deflected up or down. They look pretty neat too, in my opinion, and would help "sell" it as a stealth fighter. Your panel lines look a little haphazard to me, you should take a look at some more real-world examples or even concept art. They usually are where parts connect, so having them floating in the middle looks kind of off. For example, check out the major panels on an F-22: More on the modelling side, the panel lines on the front fuselage (in front of the cockpit) look out of place, and a little too normal-mappy, like it's obvious they are not geometry. The tail looks a little goofy to me, it reminds me of a platypus. It might work better to cut it shorter, make it more angular, and maybe add some control surfaces, maybe even a V-tail or something. Note: If you want to get even more realistic, I would look into "planform alignment," or how on stealth aircraft the flight surface edges and panel lines are all designed to be parallel or perpendicular as much as possible. This is why panels on things like the B-2 and F-117 have that distinct diamond look, and I see you emulated that in the big panel lines on the back. Adding those jaggy edges to the nose cone specifically I think would be pretty neat to try. Some of the geometry/features don't seem well integrated into the overall "look." Namely, the engine pods look almost like an afterthought, and it looks like they pretty roughly clipping into the body of the aircraft. The panel lines on the wing seem to be like partly covered up, too, like they don't make sense. Not to get too much more into "realism" stuff, but the podded engines look very dated, since stealth aircraft try to "bury" their engines as much as possible. Regardless, the exhaust just coming out onto the fuselage looks very strange (like there should be scorch marks). The vents on top look out of place, too, also like they are stuck on, rather than part of the jet. Colors and stuff: The camo looks okay, but be careful trying to figure out camo too early in the design process. It tends to cover up things that look wrong (which is the whole point of camo), which can hurt the final design. When I draw planes, I always add camo last for this reason (and it's really easy to change compared to everything else). In this specific context, it might be better to stick with dark gray, or some other more subtle scheme. People will immediately jump to "stealth!" when they see dark gray or black, like the classic SR-71 (note the chines again): 0r0d noted the black areas, which is related to the overall color. Right now they are a little too constrasty, like they are drawing more attention than you really want (other than the cockpit, which should be a focal point). You might try experimenting with panels of subtely different colors or finishes/reflectivity (gloss, matte, flat), which you can kind of see in the F-22 photo above. Okay, so that's a lot and I'm going to stop... and I see you have a new one, too. I guess my overall would be there are quite a few things I would experiment with to make it look "stealthier" and optionally more "realistic" (realism may or may not be important to you).
  12. It looks pretty incomplete so far, so it's a little hard to comment too much. The terrain color is too saturated, meaning the green is way too bright. Even for a cartoony game, that color is too garish. Bright colors can be tricky because they can be hard to coordinate well. If you want to maintain a simpler look, I would take cues from similarly stylized games. For example, your screenshots remind me of Windlands. That style is entirely appropriate to me for a browser game. Not sure if this is a future feature, but it could use more variation in the terrain, like different biomes in Minecraft. Forests, deserts, plains, etc. You already have some coloration by altitude, so I would add a few more colors in addition to what you have. Placing trees in clumps in addition to randomly would be nice, too. Also, it took me a long time to notice the little people, I would definitely think about how to make them stand out more from the ground. Here is a quick photoshop example of some of the colors toned-down:   Here's another, made more "realistic," more terrain variation in this, and some forests, and some distance fog, plus muted colors.   Good luck!
  13. I'm pretty new to Unity dev myself, but it looks like maybe the ball does not get any velocity until you click (triggers GameStart), and you are setting the ball position to the paddle position in Start ( ) in Ball.cs. If your paddle is close enough to the LoseCollider (your thing below the screen), it may just trigger it right away.   EDIT: Sorry wrote this before, and didn't see your response above! Maybe try setting the ball position to some manual xyz (until GameStart) and see if it still triggers?
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