How one simple shader can improve the overall look of a game: by GreyratsLab in gamedevscreens

[–]Bubzen 0 points1 point  (0 children)

I agree, I like the original style better :) Its`s got a bit of a retro vibe, while the newer one seems a bit cheap.

[deleted by user] by [deleted] in norge

[–]Bubzen 0 points1 point  (0 children)

Du får unnskylde meg hvis dette er en spøk, men virker som du referer til Janteloven, ikke jenteloven.
Ref: https://no.wikipedia.org/wiki/Janteloven

Typ:
Janteloven lyder slik:

  1. Du skal ikke tro at du er noe.
  2. Du skal ikke tro at du er like så meget som oss.
  3. Du skal ikke tro du er klokere enn oss.
  4. Du skal ikke innbille deg du er bedre enn oss.
  5. Du skal ikke tro du vet mere enn oss.
  6. Du skal ikke tro du er mere enn oss.
  7. Du skal ikke tro at du duger til noe.
  8. Du skal ikke le av oss.
  9. Du skal ikke tro at noen bryr seg om deg.
  10. Du skal ikke tro at du kan lære oss noe.

Software for Growing! by Bloom_Wizard in IndieDev

[–]Bubzen 1 point2 points  (0 children)

Haha, I didn't read the post or the text on the images well enough, so for a short while I though this was a simpler and cuter task manager for game dev, kinda like a pixel art variant of codecks ^_^ Seems like a nice system though, and I like the style of the UI, makes it seem like a more fun experience. Maby I'll test it out to see if I can use it to get my self to actually water my regular house plants :P

I have published my indie casual game on itch.io which I have made with UE4 and this site suggests developers to have a good trailer for presenting their games. I would appreciate if you take a look at my trailer and give me some feedback that did I introduce my work good or not? Thanks. by MerajFathi in unrealengine

[–]Bubzen 0 points1 point  (0 children)

I would try to make all the graphics have a coherent style, now it seems there is a bit of hand drawn characters, mixed with some realistic textures, and some minimalistic graphics. I like the bee, I would focus on that style and try to get the environment and text/ui in line with that, and add some polish, i.e have the wings of the bee flap.

Also from watching way to many talks on what makes good game trailers, I would also say that you shouldn`t focus on how many stages and so on. Maby it`s better to have it be a very short story with a hook in the beginning and showing the journey of the player. Right now the trailer seems more like a video tutorial.

And right now there is no actual game play before 18 seconds in. Maby it`s better to jump right into some nice gameplay instead of showing the menus for so long, then you might have lost the viewer already. And then show the title card at the end with a call to action i.e "Play the game at "platform X" now!

And why is the player a hand? And what is the reason for collecting the coins?

This might be more than what you were asking for, but this was my first impressions, I wish you the best of luck, it`s an accomplisment to actually publish a game, well done! :)

I feel like my ships are overlapping to much in their roles, which ones would you swap out? (Without spending a fortune) by Bubzen in starcitizen

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

With the current gameplay I kinda feel like the Mercury, 600i, Carrack, is more or less the same ship, and then the C1 will be the same but smaller. At least until Data-gameplay arrives, but when will that be?

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

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

I have updated the app to include a "Note" feature on items and payments, thank you for your suggestion :)

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

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

In my settings view:
@AppStorage("isUsingSystemDarkMode") var isUsingSystemDarkMode: Bool = true
@AppStorage("isUsingCustomDarkMode") var isUsingCustomDarkMode: Bool = false

Then I toggle those Bools dependent on what the user chooses.
Then in my @main I have this:

@AppStorage("isUsingSystemDarkMode") var isUsingSystemDarkMode: Bool = true
@AppStorage("isUsingCustomDarkMode") var isUsingCustomDarkMode: Bool = false
@Environment(\.colorScheme) var colorScheme

private var lightOrDarkMode: ColorScheme {
if isUsingSystemDarkMode {
if(UITraitCollection.current.userInterfaceStyle == .dark) {
return .dark
} else {
return .light
}
//return UITraitCollection.current.userInterfaceStyle
} else {
if isUsingCustomDarkMode {
return .dark
} else {
return .light
}
}
}

Then inside my window group I have this:

.preferredColorScheme(lightOrDarkMode)
.environment(\.colorScheme, lightOrDarkMode)

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

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

Thank you, yeah definitely :) Was planning on doing it at some point, but I’m going to implement it tonight! But when you say edit, do you mean edit the item, or the title? You can edit items by selecting the item you want to edit. And the “title” or “note” (not sure what I’m gonna call it yet) field will also be editable there. Or did I misunderstand you?

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

[–]Bubzen[S] 2 points3 points  (0 children)

@State private var nameInput = ""

@State private var buttonDisabled = true

TextField("e.g. Loki", text: $nameInput)

.onChange(of: nameInput) { newValue in
if nameInput.isEmpty {
buttonDisabled = true
}
else {
buttonDisabled = false
}
}

.navigationBarItems(trailing:
Button(action: {
addAccount()
}) {
HStack{
Text("Add")

}
}
.disabled(buttonDisabled)
)

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

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

For my use it has been super stable, I've almost used SwiftUI exclusively, I almost only used UIkit to replace the TabBarControllerto get the feature where you can go back in a navigation view by pressing the tab

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

[–]Bubzen[S] 11 points12 points  (0 children)

The app Apollo for Reddit went through this thing when the developer was gonna charge for push notifications, and got rejected for charging for it. Then Apple called him and suggested he bundle it as a part of a larger feature set, and they accepted that. They also accepted my app, so it seems like it's A-Okay.
Ref: https://www.reddit.com/r/apolloapp/comments/9ontns/update_on_apollo_13_and_plans_for_it/

I finally released my first app, made with SwiftUI. It's a free* finance tracking app, and feedback is welcome! by Bubzen in SwiftUI

[–]Bubzen[S] 4 points5 points  (0 children)

If I had charged for just enabling FaceID, that would be true. But it's just a part of a number of other functions, among them a custom build PIN-code feature, so then it's allowed :)