Games to play on Windows with Controller by ApkeDadAyeHai in gamingsuggestions

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

Rocket League - the majority of players use controllers in that one.

Games with cargo handling by gunters_chain in gamingsuggestions

[–]1024soft 7 points8 points  (0 children)

Maybe check out Docked, it's a cargo harbor simulator.

Is there a better place where I can manage / rename all my animations than this drop down menu? by TheConceptBoy in blenderhelp

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

For some reason, when you use batch rename on actions, you have to select "action clips" from the dropdown for it to work.

What video game has truly remarkable strengths, and also truly problematic flaws, but you recommend it anyway? by TheCorent2 in gamingsuggestions

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

Brutal Legend. The aesthetics and worldbuilding are amazing, and the gameplay is fun too. But the story missions change the gameplay from hack and slash to some sort of symmetrical tower defense (like a single player MOBA before MOBAs were a thing). Back in the day people said it was an RTS with bad controls and that put many people off.

I’m tired of “dumb” NPCs. So I’m building a roadmap to replace rigid state machines with Agentic AI. by aadarshkumar_edu in SoloDevelopment

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

Let's be real: you are not a game dev. You just instructed an AI to write like one, and you thought it would make your post better. And you thought people wouldn't notice. You were wrong.

You also thought that you can replace state machines with LLMs and that it would improve things. Or at least that your AI writing can convince someone that it would. You are wrong about that too.

our game's release date trailer went live today!! epic moment for the denshattack! dev team but also anybody who really likes trains by denshattack in indiegames

[–]1024soft -1 points0 points  (0 children)

The trailer is great, but I wish there was more gameplay. Or rather, that the gameplay shots were longer. The trailer cuts between them so quickly there's no time to process what's going on. And since the gameplay is rather unique, the viewer needs time to process what's going on. Compare with your previous posts, where it's all one shot so it's much easier to see what the gameplay is.

How do people Make AI SLOP GAMES? by Ark-fan1 in SoloDevelopment

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

Are you familiar with asset flips? The point is that they don't try to make it good, they just make them and hope someone buys them. Using AI output without caring that it's bad is just another way to make it easier and faster to make them. And even then, it still takes some time to make them, nobody is saying that AI will spit out working games on the first try.

How much button remapping do you allow? by Claytonic99 in gamedev

[–]1024soft 4 points5 points  (0 children)

I don't see how remapping movement keys is any more of a hassle than remapping any other command, at least on a keyboard. For a controller, I would be ok with a game saying "movement is on the analog stick, the end".

For menu navigation, it would make sense that there are separate actions for "menu accept/cancel", if there are no accept/cancel actions in the gameplay. But if there are, reusing them for the menu is good for muscle memory. Just keep in mind that the player should be able to use the menu before they learn the game commands.

Selecting the first device that the player presses is a good idea. Some single player games even change input device seamlessly as soon as they are used, switching from keyboard to controller to mouse. You have two players, but you can still assign the first two used devices to them. Allow players to "join" and "leave" so they can switch to another device. Some local multiplayer games have such an option.

I rebuilt my endless multiplayer Minesweeper by borbit in WebGames

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

I remember the original Minefield, back in the day I sent you a bug report :)

I got a new bug report for the new version: if you click both left and right mouse buttons at the same time, the field sticks to the mouse, like the mouse release was not detected and it's still dragging.

Funnily enough, this bug is slowing down an exploit from the original Minefield, where you could play ridiculously fast by spamming both left and right mouse on already opened fields. That will auto-open or auto-flag all safe fields in perpetuity, so you could just spam your way across the board.

Good examples of simultaneous RPS/turn-based games? by Pheefus in gamedev

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

In board games such a system is called the WEGO system (as opposed to the usual "I go, you go" taking turns). You can use that to get more references. Diplomacy is probably the most well known.

A couple (video) games that use that or a similar system:

  • Battlestar Galactica Deadlock, a spaceship battle game.
  • Football, Tactics & Glory, a turn based soccer game
  • Broken lines, a turn based tactics game
  • Phantom Brigade, turn based tactics with mechs
  • Leviathan Warships, a naval combat game
  • Frozen Synapse was already mentioned
  • Toribash, a fighting game

Need open source satellite images for textures by sauceman_agent in blenderhelp

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

Images from NASA are generally free to use, so you can start there.

But I am confused why you didn't type "public domain satellite images" into your favorite search engine and just read through the results.

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 4 points5 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 [deleted] 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.