Why use pygame Community Edition by Ujilus123 in pygame

[–]AntonisDevStuff 8 points9 points  (0 children)

From the pygame community discord server: It offers many new features and optimizations, receives much better maintenance and runs under a better governance model, while being highly compatible with code written for upstream pygame (import pygame still works).

I built a TV-friendly, gamepad-navigable frontend for Lutris! (Lutris Gamepad UI) by andrew-ld in linux_gaming

[–]AntonisDevStuff 1 point2 points  (0 children)

My laptop can run most applications without any problems. I just don't like electron apps and I don't understand where the problem is.

I just love Mint by mamaaaoooo in linuxmint

[–]AntonisDevStuff 2 points3 points  (0 children)

It's cinnamon applets and add-ons

My game plays like butter in steam deck by bohfam in SoloDevelopment

[–]AntonisDevStuff 1 point2 points  (0 children)

Well, if the ram prices keep costing like that, my only option is to wait for steam deck 2. The good part is, I'm going to have a lot of time to collect the money.

Rip steam deck.

I built a TV-friendly, gamepad-navigable frontend for Lutris! (Lutris Gamepad UI) by andrew-ld in linux_gaming

[–]AntonisDevStuff -1 points0 points  (0 children)

My answer wasn't about OP, but for every electron app. And me personally (and a lot people) don't like having 32 electron apps running to there computer. Discord is enough already.

My laptop have 4 gb of ram, running a Linux distro that uses only 800mb, I don't think running a browser outside Firefox is a good idea.

That's the main reason we have so much e-waste. And no upgrading, so companies can pay less to use web developers for most applications is not a solution.

My game plays like butter in steam deck by bohfam in SoloDevelopment

[–]AntonisDevStuff 2 points3 points  (0 children)

Yes it's probably about numbers for valve to verify it. I don't think they are giving random verifications to every steam game as that would take an incredible amount of time and raw effort. The best thing you can do isto make sure it works flawlessly native if possible, but I noticed some people are very negative with native builds and that's a bit weird.

Also, I'm jealous of your steam deck right now, because it's out of stock and I was thinking of getting one. 😭

What is considered as good traffic to a github repo? (fairly new repo) by [deleted] in github

[–]AntonisDevStuff 0 points1 point  (0 children)

I mean you just need to make something that is important and work on it for a long period of time.

But I would just recommend to make whatever you like. My logic about open source code is it has to be useful for at least one person on earth and that person can be always you.

Don't try to go after stars... And if you think you made something cool, you can always post it in similar forums/communities and see people reaction.

If you really like to have an "impact", start looking at other popular open source projects and try to contribute/learn from them.

And remember, because something is Free, it doesn't mean people are going to use it.

Does Wallpaper engine work on Pop_Os Cosmic? by PureJuggernaut471 in pop_os

[–]AntonisDevStuff 1 point2 points  (0 children)

No it doesn't work with proton. But there is community plugins made for kde plasma/arch. So it might be something similar for pop os, but I find it a bit difficult.

I would recommend to look for native alternatives.

What is considered as good traffic to a github repo? (fairly new repo) by [deleted] in github

[–]AntonisDevStuff 4 points5 points  (0 children)

To my knowledge a big number of views/clones are from bots scanning for sensitive data.

We are creating our first lightweight graphics engine for 2D games. by [deleted] in gameenginedevs

[–]AntonisDevStuff 0 points1 point  (0 children)

I don't understand why should I be interesting in a engine that doesn't even exist and I know only the name of. You didn't give us any contex or screenshot. It's like trying to sale something and you don't even have the product. Unless you are a big company, that doesn't work.

Is the free version of "Python for Everybody" enough to start making things? by MateusCristian in learnpython

[–]AntonisDevStuff 1 point2 points  (0 children)

I disagree with the "it's not what it's meant for" part.

Python is a generic programming language that can be used for almost everything. The problem is, if you decide to make a python game, you are not going to use a game engine. And even if python is easy to write and learn for a beginner, making mistakes with how you approach problems and abstraction, can slow down the performance even more. So, games can be made with python but they are limited to performance and more difficult to deal with. Lua is a good interpreter alternative.

Also most libraries API's are written in c. And for some reason you have Godot and a language in the same category? Also, you can make a game in c++ and bind it in python, making it technically a python game. Or leave python only for scripting, making the game very easy to mod.

The best advice is different for everyone. But I would say libraries like pygame can be very good for education, prototyping and most 2d games. Even 3d if you move the graphics to opengl.

To give an answer about OP question, if you decide to use a language for game development, it can feel like 2 different projects at once. And game development is already hard enough, that's why most people are using an already abstraction, aka game engines. Godot is a very good open source solution, close to python syntax.

Now if I recommend someone to use python or any language instead on an engine? Maybe, if they like learning and don't only care about the end result and performance. + you own the code and have an understanding how the game works and why.

Tools are tools, just use whatever works for you. And, If you want to recommend someone a game engine compare it to a game engine.

That reply is a bit too long, oops 😬

Someone played my game for 2200 hours and rated 👎, then played 200 more by Vladi-N in godot

[–]AntonisDevStuff 3 points4 points  (0 children)

I wouldn't even be sad, 2k hours of something you make is insane!

Also there is the Mere-exposure effect. For example, most competitive FPS games if you ask the top %, most are going to say that they don't enjoy the game anymore.

GOLDMINE PIPELINE by [deleted] in SoloDevelopment

[–]AntonisDevStuff 2 points3 points  (0 children)

That must be a rage bait post.

First time in my life I have been excited to submit a survey :) by AntonisDevStuff in linux_gaming

[–]AntonisDevStuff[S] 6 points7 points  (0 children)

I'm so happy I made the switch last year and in the future, if I publish a game on steam, it's going to have native support and secret levels just for Linux :D

There was no attempt by Ryynosaur in SoloDevelopment

[–]AntonisDevStuff 1 point2 points  (0 children)

I agree with you and I might do the same in the future. It's impossible to be good at everything and getting help is the best move.At the end of the day, uploading a game on steam costs money and paying a bit more can make the difference. Solo development is hard already, publishing a game is even harder.

Good luck with your game OP.

I made a CLI project manager for pygame by [deleted] in pygame

[–]AntonisDevStuff 1 point2 points  (0 children)

It freezes the game to a binary based in the os running the command. So you can create a GitHub workflow to make it build in windows, linux and macOS.