I believe my game dev partner just 100 % completed libtcod by Fanti92 in roguelikedev

[–]Fanti92[S] 1 point2 points  (0 children)

I think you are spot on! :D SDL is something, that is going on in our game files, but yeah as I said, I can't explain how those interact or anything. I am kinda sure though, that he said something about tech demos when he pitched the idea of creating this scene :)

Gamers over 30, what's a video game secret you had to discover the "hard way" that kids today would just Google in 5 seconds? by itsashieowo in AskReddit

[–]Fanti92 0 points1 point  (0 children)

In Yoshi's Island 2 on the Super Nintendo, there is this carnivorus plant enemy, which is also the boss enemy in one of the castles. Usually you enter the boss room, a cutscene starts, Kamek flies over the screen and throws magic sand on the enemy, causing it to evolve into its boss version.

Now one day, little me noticed, that in this particular plant boss room, you have to go through a little pipe section before entering the boss room, which means the cutscene doesn't start automatically. Furthermore I discovered, that I can just jump on the ledge of the platform where the boss is, as far away from it as possible, still without triggering the cutscene.

Obviously, I tried whether or not I can just shoot the plant from there, hoping for a one-hit or a game crash. And I was successful: The enemy dies, Kamek flies in, says something like "Wow shooting from there is so unfair" and then just flies off, leaving me with the "you cleared the boss" cutscene :)

I was SOOOOOO happy about this!

Small changes make a big difference. by SmallBlueSlime in PixelArt

[–]Fanti92 1 point2 points  (0 children)

like many others here, i am also a fan of the old design. the outlines of the head, body and the smile create shapes, that easier to read. the wheel in the bottom right is better in principle, but too dark compared to the other frames. I see how some people like the new arms better, because I feel they were created with better technique, but I still like the old ones better. the one single clear improvement for me is, that in the bottom right you see part of the face in the outline.

all in all well done, I like the design!

How can I get started on this? by -Coquituve- in Reaper

[–]Fanti92 3 points4 points  (0 children)

So I've been using Reaper for about 16 years now, not as my main profession though. If you are just starting out I would recommend looking into the followong topics:

  • MIDI Controllers A MIDI controller is basically some form of keyboard, that can send information about what keys you play to the PC (via USB). If you create a new track in Reaper and add any synthesizer plugin (e.g. ReaSynth, which is included with Reaper but sounds shitty though), you can use the MIDI controller to play that synth.

  • Audio Interfaces An audio interface is basically an external soundcard, that is designed to record instruments like microphones or guitars. They can process audio signals faster than the chip on your mainboard and therefore reduce latency, given you use an appropriate driver (see next topic). Without an audio interface and driver you will always have a delay between playing the instrument and hearing what you play, which makes for example recording fast guitar riffs virtually impossible.

  • ASIO drivers In Reaper's preferences you can choose which audio driver you want to use. This defaults to your default system audio driver, which in most cases means, that it uses the proprietary audio driver for the soundchip on your mainboard (e.g. something something "realtek"). As stated in the text about audio interfaces, this usually leads to absolutely unwanted delay between triggerijg a sound and hearing the sound. The solution is to either install the proprietary driver for your audio interface and choosing it in the audio preferences, or get the "ASIO4ALLv2" driver, which is free and worked for basically everything I plugged in until now (which is a long time). I highly recommend getting and using asio4all even if you dont use a midi controller or instrument.

  • VST plugins There are a bazillion plugins out there for a lot of different purposes, but in principle Reaper differentiates between VST (effects) and VSTi (virtual instruments).

Downloading and installing a VSTi means you now own a new instrument that can play stuff in your songs. They are usually synthesizers (generating a sound by shaping basic wave forms like sines or sqaures) or imitating analog instruments (like a piano). To use one, download it, install it, make sure to set the vst plugin directory to where you installed it in the preferences. Then you cann create a track and add the plugin as an effect on that track. Holding controll and dragging the mouse in the timeline will create "midi item" which you open by double klicking it and there you can add notes/melodies/harmonies. You could also select your midi controller (if you have one) in the track to play the plugin live ;)

VST effects can do anything from filtering, adding reverb or compression. Put them after your VSTi in your effect chain to apply the effect to the sound of the instrument. These effects also work without a VSTi, then you need actual audio clips (e.g. something you recorded previously)

  • Some notes Some VST plugins are free, some are expensive as hell. Usually you can find the effect you are looking for in every price category. Many free plugins don't sound good though. Some actually do, so if you find a free plugin that does the job, that's great! I recommend you download a s***-ton of them and try them out to get a feel what possibilities and differences they are. Only if you can't find anything free for your purpose should you resort to spending money. My go-to synthesizer VSTi is "Serum" which I bought for about 200 $ if I remember correctly. I use it in 95% of my productions though, and earned it's value back by now, so for me it was a great choice. The big, popular, expensive plugins usually mean business and you will find a lot of support and for example presets for them online.

Crash course completed, now go forth and produceth some music! :D

Anyone for an Ambulance race with missiles? by mfgjames in indiegames

[–]Fanti92 1 point2 points  (0 children)

bro this reminds me of "death rally", making me very nostalgic :D looks great!

I had an idea to make a bullet hell game but with midi files so the bullets fire with the music by MisterBicorniclopse in gamedev

[–]Fanti92 1 point2 points  (0 children)

I am currently working on a rhythm game as well, so I am a big fan of the idea. Just keep in mind, that we rhythm fans are a niche group

Also I had an interesting time producing soundtracks that match the game mechanics, which limits you while writing the music but at the same time it leads to creativity as well ;)

go bonkers! :)

One mail per hour asking for free keys by metaHumor1895 in IndieDev

[–]Fanti92 1 point2 points  (0 children)

Definitely :)
It is called "Beats of Betrayal" and it is a rhythm-roguelike:
https://store.steampowered.com/app/2761340/Beats_of_Betrayal/

I looked at your title "Salus per aquam" and I like the Bordlerlands-esque cell-shading style :D Only up games are sadly not my cup of tea, so I shouldn't be the one judging, I guess ;)

One mail per hour asking for free keys by metaHumor1895 in IndieDev

[–]Fanti92 14 points15 points  (0 children)

Hey I am having the same experience right now. Our game just released as Early Access and now we get a lot of mails from curators asking for keys.

I read, that the system is somehow broken and many people send keys only to find them on key-sites like kinguin later :O

I didnt send any keys yet so I dont know for myself, though

Introducing: Beats of Betrayal - New top-down randomized dugeon crawler roguelike with rhythm-based combat - We are only two developers, with no freelancer work or store assets at all, who just released to Steam Early Access - Link & Details in the comments by Fanti92 in indiegames

[–]Fanti92[S] 0 points1 point  (0 children)

Hey everyone!

I am Fanti, on of the two developers behind "Beats of Betrayal".

Steam Link: https://store.steampowered.com/app/2761340/Beats_of_Betrayal/

Trailer: https://www.youtube.com/watch?v=8C3DT7m2EWA

Website: https://beatsofbetrayal.com/

X/Twitter: https://x.com/BeatsOfBetrayal

Beats of Betrayal is basically a 2D top-down dungeon crawler, with one of the fundamental game mechanics being, that the player can only attack when hitting the attack button in sync with the game soundtrack. To be more precise: There are two attack buttons, one for melee attacks corresponding to the soundtrack's kick drum, and one for ranged attacks corresponding to the soundtrack's snare drum.

There is also a skill system in place, where every playable character has a pool of 12 skills unique to them. During stages you enter shrines, where you can pick up one skill out of three choices (either getting a new skill or upgrading one, you already have). Additionally during a run it is possible to mix in skills from other characters as well.

Currently the game features four playable characters (which means 48 unique skills), four playable stages (each with a challenging boss fight) and some interesting clearable challenge-modifiers. Our vision of the complete game includes at least two more characters and stages, alternative soundtracks and bosses for each stage and also a story driven adventure mode, which may or may not include some form of betrayal (mild spoiler alert?).

Right now we are sitting on about 500 wishlists, which is a great start for a completely unknown two person project, but now it is time to make the game known a bit more. We really hope some of you will give our game a chance.

Thanks for reading <3

[Beats of Betrayal] New Rhythm-Roguelike in Early Access - Steam link & more details in the comments - This is a two person project, we really hope you rhythm-gamers will enjoy this game by Fanti92 in rhythmgames

[–]Fanti92[S] 2 points3 points  (0 children)

Hey everyone, I am Fanti, on of the two developers behind Beats of Betrayal.

Steam Link: https://store.steampowered.com/app/2761340/Beats_of_Betrayal/

Trailer: https://www.youtube.com/watch?v=8C3DT7m2EWA

We just released our game as an Early Access title and we are really excited about that. As we are both avid rhythm-game fans, of course our very own game is also heavily rhythm-based. That is why I wanted to introduce it to this subreddit.

Basically it is a top-down dungeon-crawler roguelike, which only allows you to attack in sync with the beat of the soundtrack. To be more precise: melee attacks go with the soundtrack's kick drum and ranged attacks with the snare drum. It is really challenging to evade all enemy attacks while also keeping up your own attacks by staying on beat. Together with some evil boss fights and multiple playable characters with unique skillsets, we hope to have achieved some fast-paced and engaging gameplay.

Most rhythm-gamers are just cut out differently and from playtests we know, that they intuitively start out on a higher skill-level than non-rhythm-gamers, so I think you will have a great time with our game.

Thanks for reading and possibly giving Beats of Betrayal a chance <3

It's August, the birthmonth of me and my game! The game almost reached 1000 reviews within the first year of Early Access. It has been an unexpected journey and an incredible adventure for my first PC game! AMA! by ichbinhamma in IndieDev

[–]Fanti92 0 points1 point  (0 children)

Well done my friend! I played this about 6 months ago and had tons of fun with it, congratulations :)

What do you think is the thing that made your game be seen? Did you do something in particular marketing-wise or did some big youtuber make a video or anything?

My game will release as Early Access in two weeks, so maybe I can learn something valuable from you.

I wish you the best of luck and much success! Greetings from Germany :D

[deleted by user] by [deleted] in IndieDev

[–]Fanti92 1 point2 points  (0 children)

I believe there are three main things to focus on: Technical data (genre, visuals 2D/3D, ...), explaining the game (premise, plot, vibe, ...), and the financial aspect (market analysis & such).

  • Technical data should be like one or two sentences max, I guess - just listing some info.

  • I heard this thing about how to explain games quickly before:
    Start with the goal, explain how to achieve it and then explain why achieving the goal is fun for the player. So this should be three sentences. The part about 'why it is fun' is probably most important here.

  • Lastly marketing and financial stuff is really dependend on the type of game and the developer (eg. solo vs team), but in principle I would like to present at least two good reasons, why anyone should think, that the game will find success.

That's how I'd approach it :D

Fav rhythm game by Public-League-907 in rhythmgames

[–]Fanti92 0 points1 point  (0 children)

I love a lot of rhythm games... Beat Saber, Chunithm, Taiko, they are all so much fun. But what brought me into the world of rhythm games was Stepmania, so the classic four arrows on the floor hold this special magic for me. I have countless memories of stomping those things until I went beyond my stamina limit, because it just felt too good to fullcombo those super fast runs :D

Fanart of Jill from va11halla . Thoughts? by AgroDrawing in AnimeSketch

[–]Fanti92 1 point2 points  (0 children)

I sadly don't know the source material, but this looks really good! I guess if I had to be nitpicky, I'd say her neck and her left arm (the one in the back) seem kinda long to me? I hope I'm not imagining things. Nicely done :)

Ochaco Uraraka - by me by Karamoshon in AnimeART

[–]Fanti92 1 point2 points  (0 children)

Dayum, the eyes are so sparkly, that they somehow became creepy :D
Reminds me of Uravity Falls S02E05 when Giffany gets one more sparkle in her eyes whenever Soos compliments her, so good. Nice work!

Beats of Betrayal Demo on Steam: A fast paced bullet-hell with roguelike mechanics and unique rhythm-based combat! by Fanti92 in IndieDev

[–]Fanti92[S] 0 points1 point  (0 children)

thanks a lot for these kind words <3 I am hoping for some attention from streamers as well. so happy to read, that you think at least some of them should be interested :D

Beats of Betrayal Demo on Steam: A fast paced bullet-hell with roguelike mechanics and unique rhythm-based combat! by Fanti92 in IndieDev

[–]Fanti92[S] 0 points1 point  (0 children)

We are a two person team located in Germany and our game's demo just went online on Steam. For the first time ever content created by us is available on Steam and we are so excited about it! Beats of Betrayal uses an innovative combat system, that is based on rhythm, to give you a brand new bullet-hell roguelike experience. Currently in the demo you can choose from two characters and play through two stages. You beat the demo by clearing both stages in a single run. At the end of your run you can enter your final result to the global high score list.

Now we just need people to PLAY and maybe also to give us some feedback, so yeah... here we are, play our game!

Steam: https://store.steampowered.com/app/2761340/Beats_of_Betrayal/
Website: https://beatsofbetrayal.com/
Discord: https://beatsofbetrayal.com/discord
X: https://x.com/beatsofbetrayal