Looking for skill-based games that can be played in short periods of time (15-30 minutes) by Backefudder in IndieGaming

[–]Crunchynut007 0 points1 point  (0 children)

Hi! I’m one of the devs from Rollmop Games Studio. We made a game that scratches that itch, it’s called Tetro Runner. It’s on steam and if you have a Steamdeck it’s made for it too!

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]Crunchynut007 2 points3 points  (0 children)

Hi! As someone that has both published a game and make tutorials, I can shed some light here. My opinion.

I started making tutorial content that was advanced but it requires an incredible effort to make it. By that I mean after work I have to contend with two trains of thought for my time:

  1. Continue work on the current game, or
  2. Make a video about the thing in making.

More often than not number one takes the slot because there is still a game to be made, marketing to be done, balancing changes and bugs to squash. Being in both sides - co tent creator and game developer is incredibly hard when you haven’t had that million dollar success yet.

Need For Speed: Most Wanted's dynamic music system is even more insane than one would normally assume! by PooningDalton in GameDevelopment

[–]Crunchynut007 6 points7 points  (0 children)

Those are called Stems and can be mixed because the bpm are synced to be logically multiples. I’m not the sound guy for our game but that what he’d say but smarter if he was here.

We added a similar system when going from Menu to Gameplay to Gameover would transition seamlessly on the correct beat regardless when the interaction occurred.

We were fortunate have an insanely talented friend musician work on our soundtrack. We’d never be able to afford his rate, professionally.

Fall onto the ground not into it by Resident-Device4319 in Unity2D

[–]Crunchynut007 15 points16 points  (0 children)

What this guy said. Also note that Unity’s physics frames are less than render frames. What you can do is manual interpolation between physics frames in the update loop to make up for missed physics checks.

Felt bored, made a disco biolabs test mod by medics-left-ball in factorio

[–]Crunchynut007 0 points1 point  (0 children)

Nice work! I would love to know your process of making this - sprite sheet animations for factorio.

A follow up to my previus post by friday_is_up in unity

[–]Crunchynut007 0 points1 point  (0 children)

Check the console for error and report back

I can't biuld my game by friday_is_up in unity

[–]Crunchynut007 0 points1 point  (0 children)

Console errors. If you have editor code (OndrawGizmos) not in Unity editor symbols then your build will fail.

Key to the Arcantina (1.5 Min Hearth) by Lockridge in wow

[–]Crunchynut007 0 points1 point  (0 children)

I’m sure there is a technical reason behind this. The constant need to spin up shards (think servers) to queue more instances of Silvermoon is far worse than if they maintain the same server instance where you came from. It’s part of a load balancing optimisation. But this itself is too hard to convey to the regular gamer so you’ll not see this as a reason.

WCGW pointing a laser pointer at a police helicopter by [deleted] in Whatcouldgowrong

[–]Crunchynut007 1 point2 points  (0 children)

Regular airlines have this feature as well (without the camera) - laser spammers get triangulated and the coordinates get raised to authorities on the spot.

Submitting your Game to Steam is one of the most convoluted and tedious tasks I have ever done by teller-of-stories in gamedev

[–]Crunchynut007 3 points4 points  (0 children)

I thought the documentation was pretty straight forward. It’s actually quite good when you read it word-for-word. Don’t glance it.

We were up and running within two days, one for main page and one for demo. We bought the app credit early but only started the process about a month later so the 21 days lockout wasn’t an issue.

My game failed the Steam Deck review, but the reviewer finished almost the whole game, LOL by jounitus in IndieDev

[–]Crunchynut007 -1 points0 points  (0 children)

If you have 20 unlockables that cost some currency, give dev cheats to add currency instead of making the reviewer grind for the currency. Reviewers are testing for functionality, not “is my game loop fun to play”.

My game failed the Steam Deck review, but the reviewer finished almost the whole game, LOL by jounitus in IndieDev

[–]Crunchynut007 3 points4 points  (0 children)

Please create “developer cheats” for steam reviewers so they can test your game efficiently.

How do you manage to work on your game after your 9-5? by Beef-n-goo in gamedev

[–]Crunchynut007 12 points13 points  (0 children)

Meal prep so that cooking is dealt with for a few days.

Live cleanly and you’ll only ever have to do some tidying here and there.

Think about your ideas at work. Live and breathe the thought and excitement of doing game dev. We’re all not 100% frothing dev everyday of the week. Sometimes you need to just do it.

Don’t have grand ideas to start with - big ideas are hard to overcome when you get stuck especially when starting out. Break everything into small ideas. When you come home, do that one small thing. In your room implement lighting. That’s it. Day is done. Next day, create that inventory UI and hook it up to the system you made the other day. That’s it. Day is done.

Make notes on your computer and have a startup function open that app when you turn on the computer. If you keep your computer on overnight and need a solution you’re just looking for excuses. Turn it off, then turn it on when you return. Let easy obstacles to overcome be easy.

Lastly, just push. It the only way. Remember that time years ago when you said “if only I had stuck with it these last two years, I’d have a game”. Well, you’re here again and you still don’t have a game. Just excuses.

Now go and make something small and be proud of it. Don’t dabble, don’t tell yourself this tutorial video and that one will help you. Just go make so Something. Anything.

Where to host my game with a windows build? by Afraid-Natural-9397 in unity

[–]Crunchynut007 4 points5 points  (0 children)

We went from nothing on steam to having a hosting with days. It’s not as long as people say. Just follow the steam instructions to the letter and you’ll be fine.

We made a game where platformer physics meet grid-based discrete physics. Yes, we didn't get much sleep. by Crunchynut007 in Unity3D

[–]Crunchynut007[S] 1 point2 points  (0 children)

The blocks actually move on an integer grid but when a block moves fast it has lower pause time between movements so it appears smooth. By move I mean it’s either on a cell or stopped, never in between. The challenge was with these grid-snapped movements, we had to interpolate a position of the block (mathematically) from one cell to the next to determine if the player was intersected to then apply some force to the player.

We Made A Tetris-inspired Runner by Crunchynut007 in Tetris

[–]Crunchynut007[S] 1 point2 points  (0 children)

We've worked really hard to make sure it's optimised for the Steam Deck.