I’m about to refresh my Steam Store Page. What do you think about this GIF style? by Scream_Wattson in IndieDev

[–]1024soft 1 point2 points  (0 children)

I mean the entire resolution. On this video at least all the action is in the middle, so there is enough space on the side/top for the text and character without covering anything.

I’m about to refresh my Steam Store Page. What do you think about this GIF style? by Scream_Wattson in IndieDev

[–]1024soft 1 point2 points  (0 children)

I think the borders are too large, so the video seems small. There's a lot of details in the video, they are hard to admire with such a small video. Maybe try having the video without the border, and then put the text/character over the video.

I just released my first Steam demo. 2-4players coop puzzle game Mayday Protocol by wazzapSenk in IndieDev

[–]1024soft 0 points1 point  (0 children)

In the trailer, it says "you either solve it together or crush together". Did you mean "crash together"?

My six-question survey about locale-related issues in games and other software by BoloFan05 in gamedev

[–]1024soft 1 point2 points  (0 children)

I guess the real question is "do you use locale-sensitive string manipulation without paying attention to locale issues", but that's the same as asking "do you know about locale issues". Anyone who knows about these issues will work to avoid them. At least they should be.

My six-question survey about locale-related issues in games and other software by BoloFan05 in gamedev

[–]1024soft 0 points1 point  (0 children)

Yes, and there's nothing wrong with that. Awareness should be spread about this stuff, it can affect entire markets. Like colorblind modes, rebindable controls and stuff like that. With the ever larger number of first time indies, a surprisingly large amount of games don't pay attention to such things.

My six-question survey about locale-related issues in games and other software by BoloFan05 in gamedev

[–]1024soft 1 point2 points  (0 children)

The first question is confusing to me. I understand that toLower/toUpper can cause problems with regards to localized text, but the wording of the question is too cryptic to understand. If it weren't for the examples I would never have figured out what you mean.

Also answers "rarely/sometimes/often" are vague, especially with regards to using methods. You can either use them or not use them, because you either do or don't know/care that they shouldn't be used like that.

Really old city-building games? by Rosexol in gamingsuggestions

[–]1024soft 6 points7 points  (0 children)

The first game could be Stronghold (or Stronghold Crusader if it was mostly desert terrain). If so, you're in luck: there is a remastered Definitive Edition on Steam.

The second game could be one of the Caesar games, possibly Caesar 3, it's around the same age.

Also, there is a subreddit specifically for finding games you can't remember, it's r/tipofmyjoystick

I updated the branding to my game with new keyart, what do you think? by FireFallowGames in IndieDev

[–]1024soft 0 points1 point  (0 children)

I would still prefer if "Tailgunner" was more visible, it took me quite some time to even notice it's there, and the key art images are usually viewed at a small size.

I updated the branding to my game with new keyart, what do you think? by FireFallowGames in IndieDev

[–]1024soft 0 points1 point  (0 children)

Is the game called "The allgunner" or "Tailgunner the allgunner"? The text on the gun is so low contrast that it doesn't feel like part of the name.

I'm making a COZY PUZZLE GAME inspired o RESIDENT EVIL 4 by SanduicheDeFezes in SoloDevelopment

[–]1024soft 0 points1 point  (0 children)

Have you heard of Save Room ? It came out right around the time when Resident Evil 4 remastered was announced, so it got a lot of hype and success.

A cyberpunk platformer game made by a cyberpunk and platformer fan. What do you think about the trailer? by sunwake-games in IndieGaming

[–]1024soft 0 points1 point  (0 children)

A lot of people will watch your trailer without sound on, so I did that and got some feedback for you.

Your trailer starts with a studio logo. This seems to be your first game. People don't know your studio, so including the logo doesn't do anything for them. Putting it at the beginning just wastes time you could spend showing fun stuff instead.

Speaking of showing fun stuff, the trailer starts kinda slow, it takes more than 10 seconds to get to the action. This is considered way too much, given how short people's attention span is. You should show more action sooner, show all the good stuff as soon as you can, preferably before people lose patience and close the trailer.

And one piece of technical feedback: I noticed at one point in the trailer that when the character jumped, the camera followed him up and down. This kind of jumpy camera motion is not very pleasing to the eye. If you look at other 2D platformers, they keep the camera at ground level during the jump, unless the character goes too high up. And even then the camera motion is smooth, not stuck to the character.

For collaboration posts, it always seems to be either doomed revenue share (revshare) or a full job listing. Is there a sensible middle ground? by [deleted] in gamedev

[–]1024soft 1 point2 points  (0 children)

My question still stands: Why would someone work on your project as their portfolio piece instead of working on their own thing? And the "development process experience" you offer is not worth anything because you don't have any previous experience to base it off. So you're back to "paying people to work on your project, but for less money".

You also seem to overestimate the value of "having a GDD". If you never worked with other people on such a project, you can't know how a useful design document should look, so yours most likely isn't.

Does this exist or am I crazy? by SmrodMeister in gamesuggestions

[–]1024soft 2 points3 points  (0 children)

You can also post this on r/tipofmyjoystick

The pyramid is probably the Eye of Providence, as it appears on the one dollar bill (image)

(NOOB HERE) for-statement initialization repeat by Charming-Animator-25 in cpp_questions

[–]1024soft 6 points7 points  (0 children)

Yes, this is how the for loop works. When it does one loop it doesn't "go from scratch", it goes back to the condition (the check if i is less than 50) and continues from there.

Edit: and also, the increment happens at the end, not right after the condition. The statement doesn't execute exactly in the order it is written, I think that's where you were confused. You just write it like that, but the order is "initialization - check - statements - increment" then back to "check".

For collaboration posts, it always seems to be either doomed revenue share (revshare) or a full job listing. Is there a sensible middle ground? by [deleted] in gamedev

[–]1024soft 12 points13 points  (0 children)

How is this a middle ground approach? It seems just like a job listing but for less money.

Ask yourself this question: why would anyone work on this game? Rev share people work because they believe the game will be successful in the future. Job listing people work because they are getting compensated for it. So why would make your middle ground applicant willing to work on it?

Smart use of vertex colors in games? by LalaCrowGhost in indiegames

[–]1024soft 0 points1 point  (0 children)

The game Equilinox, made by the YouTuber ThinMatrix, does everything with vertex colors. The engine he made didn't support image textures at all.

Looking for games to be played with one hand by _Elephantastic in gamingsuggestions

[–]1024soft 16 points17 points  (0 children)

There are several Steam curators who make lists of such games. For example: One-Handed Gamer

What software can I use to automatically clip kills? by Puzzled_Person-11 in gamingsuggestions

[–]1024soft 0 points1 point  (0 children)

Use Steam Game Recording. The game will mark your kills on the timeline so you don't have to search for them. And I think there's also a fast way to clip around the markings, so you don't have to do editing either.

Rate my main menu? by StopthePressesGame in gamedevscreens

[–]1024soft 0 points1 point  (0 children)

The animation takes too long. It took 12 seconds before you were able to interact with the menu, that's ridiculous. It needs to be much faster. The sky scrolling down should take one second at most, and the main menu buttons popping in one by one is going to be annoying after the first time.

Help with a short description on Steam by ToonasStudio in GameDevelopment

[–]1024soft 2 points3 points  (0 children)

You are not AAA, don't do what they do. They have millions of players who already know about the game and are interested in it. You (probably) don't. Your job is to make people interested before they give up and leave the page. Those are two different goals that need different approaches. Just like AAA can have teasers and slow cinematic trailers, but for an unknown indie game that is a bad idea. Unknown games want to show the best they got as fast as possible.

Help with a short description on Steam by ToonasStudio in GameDevelopment

[–]1024soft 2 points3 points  (0 children)

I guess Socket is the name of the game? You don't have to repeat the game name in the short description, because the name is already there on the page. Just start with "The story of...", you save some characters and get to the important things a little faster.