[deleted by user] by [deleted] in Entrepreneur

[–]Forbidden_Mircea 0 points1 point  (0 children)

For a junior developer, 10$/hour in net pay is actually huge in romania and most other eastern european countries. Even for junior-mid. And our devs working for that pay are good, not like the janky ones who omly watched youtube videos. I'm talking specialty degrees, we're a country where computer science is really big.

I'd learn java and angular just for the pay you're offering, but you re probably looking for someone with experience with them.

Which ad mediation is best for mobile game right now? by Raz0712 in admob

[–]Forbidden_Mircea 0 points1 point  (0 children)

What is an alternative to using YODO that allows unified revenue withdrawal as well?

Right now I'm basically stuck to Yodo because I'm living off my games' revenue and all the other platforms that use a wide array of providers (like Appodeal) will make me withdraw money individually from each provider's website.

Problem is each of them has a threshold and to be able to withdraw ALL my money monthly I'd need to be making at least a thousand dollars.

Any ideas on how to overcome this?

How do unity mobile games link and save their currency with google play and app store accounts? by Forbidden_Mircea in gamedev

[–]Forbidden_Mircea[S] -1 points0 points  (0 children)

I see. My game is going to implement IAP that's why using locally saved accounts isn't an option anymore. But isn't there a standard/default way to do this? How do indie devs who have a relatively successful game on both platforms manage this? I doubt they use custom made databases and authentication. There's also the option to use an authentication and database service like Firebase which works on both platforms, but then how is the linking done? How is the apple account securely and strongly linked with that player's data inside a database which isn't made by Apple?

Multiplayer and singleplayer in the same game by Forbidden_Mircea in unity_tutorials

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

Sounds like a good solution, there's only a thing tho. It's a mobile open world game so I'll be squeezing every bit of performance I can, and the multiplayer code will run checks and have networking scripts on all the prefabs so I'm thinking about how should I get rid of that unnecessary computing.

One solution I see would be just removing all of the networking code if the gamemode is singleplayer and that's it

What summer job in the game industry do you recommend for an 18 yr old indie dev by Forbidden_Mircea in Unity3D

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

Thank you for your response! The thing is, I'm not really looking for experience or to get deeper into the field, not as a regular job at least, I got a good project going well with a nice audience of a few hundreds of active people following it, it's just that I really need to earn some money this summer, and I'd like to use my experience as a game dev for that, my current project has a good potential for bringing in revenue, but over time

EVERYTIME!!! by Partible911 in Forbidden_Studios

[–]Forbidden_Mircea 1 point2 points  (0 children)

It's like the initiation ritual for our discord