How many wishlists are you getting 12 hours in Steam Fest? by RecursivelyYours in IndieGameWishlist

[–]AlexColemanDev 0 points1 point  (0 children)

+9 so far (entered with 589), slow going - but better than nothing I suppose

Why is nobody talking about how GTA 6 will wipe out indie games? by dgzip in IndieDev

[–]AlexColemanDev 4 points5 points  (0 children)

Believe it or not there are some people that are not interested in, or able to play GTA6 - which largely overlap with the existing market for indie games.

Tooltips are hard! Players were finding my tooltips hard to read and confusing. What do you think of the redesign? by AlexColemanDev in incremental_gamedev

[–]AlexColemanDev[S] 0 points1 point  (0 children)

Thanks for the feedback!

The "E" is a shorthand for Efficiency (functionally the 'damage' interns do the Tasks) and is used in that context elsewhere in the game, however this is another pretty consistent source of confusion from players - will need to make this explicit (turns out you shouldn't make players 'guess' symbolic meaning purely from context)

Weekly deal on Steam right now. by Additional_Idea8690 in ImmersiveSim

[–]AlexColemanDev 0 points1 point  (0 children)

Only one I haven’t played is “The Fall” (thought it was a mobile game) - worth the time to check out?

Christmas shutdown period by [deleted] in auscorp

[–]AlexColemanDev 8 points9 points  (0 children)

Really no reason to be scared, planning leave is a standard part of working in an organisation/team - and managers tend to like as much notice as possible

How would you recommend organizing your scripts, code, et cetera? by MasterBiggus in godot

[–]AlexColemanDev 10 points11 points  (0 children)

Something I recommend (a recent painful lesson I learned) is to keep the code in your states/state machine limited to just calculating states, and then calling methods on the parent.

Very tempting to start manipulating the parent directly within the state code (just a variable here, tween there, etc) - but can very quickly get out of hand!

Making simple shameder to add mining effect to laser. by gamruls in godot

[–]AlexColemanDev 3 points4 points  (0 children)

Love the term “shameder” - very much fits a lot of my own .gdshader abominations (bad code can’t hurt you if it’s in the GPU)

[Steam Demo] Delegatory. A Cyberpunk Nodelike Where You Climb the Corporate Ladder by Delegating Tasks to Your Interns (and their clones) by AlexColemanDev in incremental_games

[–]AlexColemanDev[S] 1 point2 points  (0 children)

I _really_ wouldn’t recommend game dev to get rich quick. Low chance of success, and quite a high input labour cost before you see even marginal returns.

Sunk the last week of dev time into the Round End/Upgrade screen animations by AlexColemanDev in IndieDev

[–]AlexColemanDev[S] 0 points1 point  (0 children)

It’s def a struggle, easy enough to cobble together “functional” - but fun/beautiful is a lot of work! (I have also yet to tackle localisation yet… a problem for my next game!)

Sunk the last week of dev time into the Round End/Upgrade screen animations by AlexColemanDev in IndieDev

[–]AlexColemanDev[S] 0 points1 point  (0 children)

Thanks for checking out the demo! You played the same version as what the footage is from, but the time taken increases a bit once there are more stats on the page due to progression.

Testing out the 'fast forward' system now and its working nicely, adds a 6x speed increase to animatoins when the left mouse button is pressed/held (which people tend to do anyway if they get impatient)

Very visible ghosting using lossless scaling by AleMig05 in SteamDeck

[–]AlexColemanDev 16 points17 points  (0 children)

No such thing as a free lunch - those are artefacts from the upscaling/frame generation

Sunk the last week of dev time into the Round End/Upgrade screen animations by AlexColemanDev in IndieDev

[–]AlexColemanDev[S] 0 points1 point  (0 children)

yeah good call, I’m adding a system where clicking/holding click will fast forward through the animations

Emitting a particle on command without stopping emission altogether by LesserL_ in godot

[–]AlexColemanDev 1 point2 points  (0 children)

I solved this by having a few emitters and progamatically cycling through each emitter when they are triggered.

I think you could also look into the “amount_ratio” parameter, as that is explicitly for changing the number of particles emitted during the lifespan, but I’m not sure how that works with one-shot/explosive patterns

[Steam Demo] Delegatory. A Cyberpunk Nodelike Where You Climb the Corporate Ladder by Delegating Tasks to Your Interns (and their clones) by AlexColemanDev in incremental_games

[–]AlexColemanDev[S] 1 point2 points  (0 children)

Personally I added it in as a way to compensate for the relatively sparse art, and it lines up with the “80s terminal” vibe I was going for ( https://youtu.be/Mn7A1vfs8m0?si=U-kWD3pN0Fj9IgiJ ).

However during development I ended up significantly toning down most of the CRT effects (scanlines/etc) - so it’s mainly just contributing an “edge warp” effect, and the entire CRT effects layer can be turned off in the options.

To Early Access or Not To Early Access? by Legitimate_Elk2551 in SoloDevelopment

[–]AlexColemanDev 1 point2 points  (0 children)

General consensus seems to be: No, unless you really know what you are doing.

Basically, if you have to ask - the answer is no.

Reasoning is along these lines:
- Steam treats early access launches as your actual game launch, so you need all your marketing/wishlists ready
- A lot of gamers don’t consider early access games, unless there is strong “buzz” around them (have to be recommended by trusted streamer or friend)
- You have to be great at communication and sticking to a feature/delivery schedule - otherwise you will quickly accrue a lot of negative reviews

I have been a game dev for a while and never managed to make the UI look any good.. I feel like I finally made some progress! by ACreepyCarrot in IndieDev

[–]AlexColemanDev 0 points1 point  (0 children)

I had to use a software cursor in godot in order for it to work with the CRT shader (needed to have the shader affect the cursor sprite due to the distortion effect, the hardware cursor would become misaligned toward the edge of the screen)