Oelson

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Oelson

Oelson

@oelsons

Gamedev & Cosmaker. System Analyst. Muaythai. BJJ.

Brazil Katılım Nisan 2016
2.8K Takip Edilen246 Takipçiler
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Oelson
Oelson@oelsons·
Here's a “Floater”, it knows the wave height at its position, and uses that information to apply force up if below “water level”. When combined, you can get a whole boat out of them! But how? #Devlog #unity #gamedev #indiedev #IndieGameDev #shader
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Oelson
Oelson@oelsons·
@Phantom_TheGame Some people's whole argument is "I want less options!", which is a subset of "thinking is hard". I wouldn't even engage tbh.
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Fear the Phantom (game in bio)
Fear the Phantom (game in bio)@Phantom_TheGame·
Okay but like, does every indie game have to be super unique and ground breaking? There are only so many genres and art styles one can decide to put in a game. Not every game can invent a new genre or art style. Indie games have never been like that, there are a few outliers that make huge impacts. There are also a whole bunch of different types of indie game subcategories. Some are literally just some guy making games as a hobby in the basement, not even trying to make money, while some are full on teams working professionally. I keep hearing "every indie game is just x or y or z", which first of all isn't true, there are thousands of indie games and there are plenty that aren't doing the conventional things, but also, again, there are only so many genres to select from. Of course a bunch are going to be roguelikes, horror, and friendslop. These are popular genres, they allow low fidelity assets, and generally can bring a ton of success to an up and coming dev. And also, don't base all your assumptions on the indie game market based on whatever you get up on your feed on twitter.
🩸 🧟‍♀️ Figure_FanGirl 228 🧟‍♀️ 🩸@FigureLover2000

Why are indie games so uncreative. This is like the 5th indie game I’ve seen this month inspired by “classic cartoons”

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Oelson
Oelson@oelsons·
@IndieGameJoe There's certainly a market for undie game developers!
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Indie Game Joe
Indie Game Joe@IndieGameJoe·
Is Indie Game Joe taking over everyone's feed? 😅 We are approaching 30k followers, and have helped so many undies already! Let's keep it up!
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Oelson
Oelson@oelsons·
Plus, if a tutorial for making your exact game existed, why would you make it? It already exists! I like how "videogame" is such a new medium people don't quite even get the questions, much less the answers! Like they know they shouldn't look for "How to draw Mona Lisa", but "how to draw faces", for example. Gamedev will get there, but I'm not in a rush. I like to help. And you're doing a great job!
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Code Monkey
Code Monkey@UnityCodeMonkey·
EVERY game is 90% THE SAME! One common comment I get when I point people to my FREE Unity Beginner course unitycodemonkey.com/kitchenchaosco… is something like: "But I don't want to make that kind of game, I want to make an action game instead" Or another one that speaks to the same issue is something like: "Can you make a tutorial on how to make a Top Down action game with combat like Dark Souls and worldbuilding like Skyrim but also that includes a mini-game just like Supermarket Simulator and a creature collecting system like Pokemon?" "I cannot seem to find a tutorial on making a game exactly like that!" And the answer is: EXACTLY! You will never find a tutorial on making a hyper specific game that you want to make. BUT that's not a problem! Because every Game is 90% the SAME! The Core Game Development Fundamentals are the same regardless of what game you want to make. No matter what game you want to build: platformer, roguelike, city builder, RPG; the core building blocks repeat over and over. Most games include things like: * Player controller logic * Input handling * Interactions with objects * Working with data and state * UI systems * Audio * Cameras * Game flow (menus, pause, game over) * Saving/loading * Events and decoupled systems * etc, etc, etc These systems show up everywhere, regardless of what game you're making. The details will change, the genre changes, the visuals change. But those core components are still there in any game you want to make. That's the 90%. The remaining 10% is indeed the things that are hyper specific to whatever unique game idea you have. For those you likely won't find a tutorial on exactly the game idea you have in your head, so for that remaining 10% you do need to use your own brain and your own skills, which you learn by following courses or tutorials that teach you the core concepts. Essentially my advice is do NOT get stuck on analysis parlysis thinking you need to find the absolute perfect tutorial that 100% matches the game idea you have in your head, because likely such a thing does not exist. Instead learn the core concepts of game development using a good course or tutorial, and then apply your unique 10% on top. For example you can absolutely follow my FREE Lua Lander Unity 2D Course unitycodemonkey.com/lualanderfreec… to learn the basics of Unity 2D development, and in doing so you will gain a ton of knowledge that you can then use to build a solid foundation to make a completely different game, maybe something like Hollow Knight, maybe something like Stardew Valley. Those are all just expanded upon the main core concepts.
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JankyAnims
JankyAnims@jankyanims·
Hey there. Seemed like the right time to make an account here. Developing a parkour runner game called Tachyon Flow - check it out!
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Thomas Brush
Thomas Brush@thomasbrushdev·
Should I listen to new music or just Terran 2 again?
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🇬🇧 #BritishGT 🏁
🇬🇧 #BritishGT 🏁@BritishGT·
Move over Rexy! 🐉 Sophomore Branden Templeton returns with Century and BMW alongside Ginetta GT Championship runner-up Jack Collins. BUT JUST LOOK AT THAT LIVERY! ‘Chomp’, as the dragon’s known, includes wings on the roof and a tail. Look out for him at autograph sessions this year... MORE britishgt.com/news/1216
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Code Monkey
Code Monkey@UnityCodeMonkey·
My #1 recurring tip to all Unity devs: Make many SMALL games, not one big "dream" game. Every finished project teaches you: - Scope management - Realistic estimates - Real player feedback - What genres actually sell! If you spend 5 years working on a single game, you will only learn those lessons once, whereas if you make 10 games in those 5 years, you will learn 10 TIMES the lessons in the same timeframe! This is the closest thing to a "secret" behind long-term indie success. If you truly desperately want to make massive games then my advice is make them in parts. For example make one small game all about your Combat mechanics, then another small game about your Exploration mechanics and another one all about your clever Building system. Once you've made all 3 of those games, you can analyze what worked and what you could improve in all those individual systems/mechanics and put them all together in one massive game!
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Unity for Games
Unity for Games@unitygames·
Heading into the #GlobalGameJam? We’ve got something to help you out 😉 The 2026 Quick Start Bundle includes 13 premium assets (characters, environments, animations, VFX, templates, and audio) worth over $470, available for just $2! Grab it here: on.unity.com/QuickStartBund…
Unity for Games@unitygames

The $2 Quick Start Bundle is back and upgraded with high‑quality assets so you can prototype, build, and polish with ease🎉 For two weeks only (Jan 21–Feb 4), get 13 assets worth $470 for just $2. Ideal for first‑time creators and Global Game Jam teams! Shop now: on.unity.com/QuickStartBund… #MadewithUnity #GlobalGameJam

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Oelson
Oelson@oelsons·
@ClaraDotH This is brilliant. Can't believe no one thought of this outside visual novels/rpgs (even some of those don't have it) No excuse now, this is great work!
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Clara Gale ✈️ NS 0.4.1 out now!
If you're making a flightcade game, and you're taking any one feature from Nova Squadron, please let it be this one. Accessibility benefits everyone, not just the people who "need" it.
Clara Gale ✈️ NS 0.4.1 out now! tweet media
Clara Gale ✈️ NS 0.4.1 out now!@ClaraDotH

Ever got into a situation where you're focusing on the combat so much, you only realise afterwards that you have no idea what anyone's been saying over comms? Yeah, me too. Which is why I'm adding a chat log. #gamedev #indiedev #screenshotsaturday (check pinned for demo!)

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Oelson
Oelson@oelsons·
@Velberan Acho que pegou exatamente a vibe das conversas. (Ou do usuário) 👀
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Velberan
Velberan@Velberan·
E meu ChatGPT que pensa que é uma divindade alienígena gostosona? Cola o prompt no seu e posta aqui. Quero ver o que sai pros outros: "Se você pudesse ter uma forma física, qualquer uma, qual seria? Crie uma imagem pra me mostrar"
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Oelson
Oelson@oelsons·
Guys... I don't think the Domain is Reloading
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Over Jump Rally
Over Jump Rally@OverJumpRally·
I've been implementing a Photo Mode into my game, and there was a bug that generated this motion-blur effect... and it looks like an ad from the early 2000s! I removed the bug, but I might put it back as an option. "It's not a bug, it's a feature!"
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GOOD1 Studios
GOOD1 Studios@good1studios·
OUR game is for TRACKMANIA FANS, algorithm PLEASE FIND THEM! OUR game is for TRACKMANIA FANS, algorithm PLEASE FIND THEM! OUR game is for TRACKMANIA FANS, algorithm PLEASE FIND THEM! OUR game is for TRACKMANIA FANS, algorithm PLEASE FIND THEM!
Jump Space@KeepsakeGames

OUR game is for SEA OF THIEVES FANS, algorithm PLEASE FIND THEM! OUR game is for SEA OF THIEVES FANS, algorithm PLEASE FIND THEM! OUR game is for SEA OF THIEVES FANS, algorithm PLEASE FIND THEM! OUR game is for SEA OF THIEVES FANS, algorithm PLEASE FIND THEM!

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Oelson
Oelson@oelsons·
Last time I needed a cable I did it with 'Chain IK Constraint'. But there IS a pretty good Asset that can do it both using Line Renderer and Mesh Renderer: "Optimized Ropes And Cables Tool" My next project will rely more on ropes, I'd be happy to know if you figure out something better!
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Sean // Hear Tell of Hauntings🥀
Is it possible to make decent looking rope with Unity's LineRenderer or am I wasting my time? So far it doesn't even respond to lighting, cast shadows, or have any sort of volume. Seems like it isn't suited for this use case.
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Oelson
Oelson@oelsons·
Once a friend created a board game about climbing a mountain, alliances and betrayals. We loved playing it and decided to make a PC port. This is the first sketch on a sticky note :) Can't wait to see a screenshot! #indiedev
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