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Timeflow Animation System
https://vimeo.com/811847521

https://redd.it/1p9dnf2
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Devlog #2 Building level 1 for *Trollvein* — a 2D Nordic mythology platformer

https://redd.it/1p96v6s
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Real-time 2D fluid (fire / smoke / water)
https://www.youtube.com/watch?v=90GpsQ71g9k

https://redd.it/1p90xi9
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SokoBang! - An Explosive version of the classic sokoban game

SokoBang! is my first game jam game, a submission to "Jame Game" Game Jam. The theme was "Explosion" and special object was "Box". So I made this game where it is like sokoban but instead you use bombs to move the boxes.

I have many new ideas to add and the game will receive future updates. Let me know your thoughts and any feedback is very much appreciated! Thanks!

Check it out on itch.io (playable on browser and executable) https://hussubro010.itch.io/sokobang

https://redd.it/1p8uj2t
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Blind detective VN

https://redd.it/1p8ua56
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should i use singletons

after looking for best ways to play sounds i came across singeltons so i decided to take a quick look at it

however after a 30 minutes search i realized apperantly it was a hot topic with many people who loves and hates them . and before i knew it i started checking tutorials and post abput replacing singletons ,singleton alternatives ,why singletons was good and so on before even understanding what they are . giving me headaches about what even im doing

so i wonder . should i use singletons or atleast learn them? and why its so controversial

https://redd.it/1p8i1au
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Need SFX for my game

Hi guys, im getting ready for next fest but i need SFX guys. How are you solving your sfx needings? Who and how helping for this things

https://redd.it/1p8eib7
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Any tips for making rigged 2D art not feel so Flash game-y?

Being good at animation and good art go a long way, I know. My question is - past that and rigging well- what other tips do you have to make it not look like paper Mario / flash type art when moving?

https://redd.it/1p89f2m
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Welp, I just wrote a new programming language in 12 hours...

https://redd.it/1p87tce
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I started a tutorial series on unity, i hope to work on it on my free time
https://youtu.be/NJtmdnVr7oA?si=88tVIRh5rtv8mdmt

https://redd.it/1p83ss5
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the map today vs then

https://redd.it/1p7zome
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Handle resolution for 2d games with canvas

Hi ,
I made the mistake to start the dev in free aspect mode.
My main camera is set in orthographic. And i ve got canvas to display stats and so.

Now that i’m reading some post about resolutions it is advised to set your game in 4k res, then let the pixel perfect camera handle the rest.

So sure, i made a try with 640x320 as reference resolution under the pixel perfetc cal settings.
It looks fine, but my canvas size are just destroyed.
Do you have suggestions on how I should handle the canvas to fit in my new resolution ?

https://redd.it/1p7yttw
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Quick Question: Which fluid simulation style do you prefer?

Hey fellow devs and players, I'm deciding on the water physics for my game and would love to hear your thoughts. Which one do you generally prefer?

1.Tile-based / Cellular Automata: Similar to the water flow in Terraria

1. Tile-based \/ Cellular Automata: Similar to the water flow in Terraria.

OR:

2.Particle-based Fluids: Using physics algorithms like SPH or MPM.

2. Particle-based Fluids: Using physics algorithms like SPH or MPM.

https://redd.it/1p7uwnk
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This is my first game

https://redd.it/1p7v2ct
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Where to start developing JRPGs?

I'm new here and i would apreciate someone advice. I want to make my first JRPG, and I don't know where to start. I would like to learn Unity, but sometimes its so difficult and I don't if I have to learn C# first or going with the premade assets and code on internet

https://redd.it/1p7mm54
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I made a procedural animation!
https://redd.it/1p982zo
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UI Text On a Gameobject

Hello,

I made a blank sign asset. I want to be able to write any text on it.

My thought was using UI Text but I can't keep it to scale or on the sign when I adjust the scene and game panels, the text moves all over the place.

So my question is how would I go about doing this? I've searched and searched and I cannot gewgle well. My gewgle was futile.

Thanks for reading and I appreciate in advanced any help that's offered. Take care!


https://redd.it/1p92wvt
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[FOR HIRE] Low Poly 3D Artist (Props/Objects/Hard-Surface) - Looking for Work
https://redd.it/1p8tbt0
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Plugin Development for Unity

https://redd.it/1p8vgg4
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They say "Singletons are bad"

Hi, folks.

I see a lot of confusion in this sub about singletons.
“Singletons are bad, use DI, Service Locator, ScriptableObjects instead,” etc.

Because this comes up so often, here’s a short clarification.

# Singletons are not the problem

You absolutely *can* use singletons in your code. In fact, many game systems are **naturally unique by design**: input, audio, save systems, configuration, analytics, and so on.

The definition of the singleton pattern (from Wikipedia) is simple:
it restricts a class to **one instance** and provides access to it.

Notice what’s missing:

* Nothing about Unity
* Nothing about `Awake`
* Nothing about `DontDestroyOnLoad`

The “classic Unity singleton” is just **one implementation**, not the pattern itself.

# “Alternatives” often create singletons anyway

# Dependency Injection

Using DI does not magically avoid singletons.

builder.Register<IScreenService, ScreenService>(Lifetime.Singleton);

This is still a singleton, just managed by a container instead of a static field.

The difference is not **quantity** (still one object), but **control**:
DI makes dependencies explicit, testable, and replaceable.

# Service Locator

This usually ends up the same: one globally accessible instance. But now service locator ensures that you have only one instance

# Scriptable Object Services

Same concept again: one shared instance bound to the game - still a singleton, just owned by Unity instead of code.

# The real problem is not “singleton” - it’s global state

What people actually hate is:

* hidden dependencies
* unpredictable lifetime
* rigid coupling
* untestable code
* unclear ownership

These are **not properties of the singleton pattern itself** \-
they are consequences of **poor implementation choices**.

DI singletons and global static singletons are not equivalent in architecture.
They differ in:

* testability
* flexibility
* clarity
* ownership
* substitution

They are equal only in one sense: *there is one instance.*

# Can you avoid singletons entirely?

Yes, technically.
But many games naturally evolve toward systems that behave like singletons - because some services **should** be unique.

The goal is not to eliminate them.
The goal is to make them:

* explicit
* scoped
* testable
* understandable

# Final thought

Great games ship with “classic” singletons all the time(Pillars of Eternity, Outward, West of Loathig, you-name-it).
It’s not heresy. It’s reality.

Architecture is not about avoiding patterns.
It’s about choosing tradeoffs knowingly.

Singleton is not the enemy.
**Uncontrolled global state is.**

Hope this helps.

https://redd.it/1p8rbe0
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Does this trailer look professional?
https://youtu.be/yO5YeHRlI1E?si=Uhr8M_ZAvmUS1Pr-

https://redd.it/1p8l05f
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Color Line: Bubble Trouble - puzzle game
https://redd.it/1p8ej8n
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The asset is updated
https://redd.it/1p89pc4
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Sprite Sizes

I’m currently working on a side scroller pixel art game and i’ve decided to go with normal art, something like “ Nine Sols “. So i was wondering what the sprite’s size’s is gonna be for ( Character, Tile sets, Backgrounds, Prop ). I used to use 64x64 for characters and tile sets when for pixel art.

https://redd.it/1p86hxl
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I published my first game's steam page!

This game is the one I am the most proud of, I have been working on it for a very long time now as I'm solo and currently 18, most of my available time was spent to work on it for maybe 3 years+. Thanks to my family and friends that helped me keep up the work!
Tell me what do you think of it!

You can check it out on steam here :
https://store.steampowered.com/app/4174380/Echoes\_Runner/
And here's my youtube to see some gameplay :)
t0rti_games">t0rti" rel="nofollow">https://www.youtube.com/@t0rti\_games

https://redd.it/1p8368d
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WASTELAND game jam!
https://redd.it/1p7zym5
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How can I use Auto Tile on a tileset with multiple layers of depth?

Hi, I'm trying to use this tileset I made, but I'm not sure how to mark the inner layer of tiles in the auto tile UI. I want the inner set to be differentiated from the outer set (rather than baked together in a 16x16 tile) so that my tileset can have more minor variation. If I were to just colour them in in the Auto Tile interface, they would just alternate with the solid black tile, but I need the transitional blue layer.

Thanks for any advice!

the tiles in aseprite

I'm not sure how to make the remaining tiles



https://redd.it/1p7x84m
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1 Year, 2 games, 2 apps and 0$ earning
https://redd.it/1p7vy55
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Whats the point of seperating logic and visiuals

i decided to check a simple minesweeper tutorial to understand how grids work

as he make the game i expected him to store cell data inside cell gameobjects but he instead created a 2d struct array and used tilemaps for visuals

but why? whats the point of seperating them when they are closely releated . is it purely for optimization or does it have any other purpose im unaware of

https://redd.it/1p7mqr6
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What light you like the most?

https://redd.it/1p7lhcb
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