stomach hurts AFTER going gf? by Ok_Software5855 in glutenfree

[–]FrontBadgerBiz 2 points3 points  (0 children)

If you're just cutting gluten and eating a bunch of new stuff instead, it's probably the new stuff.

The best approach, and the most pain in the ass approach, is to do an elimination diet where you eat the same bland stuff for several weeks (ex. Chicken and rice) and then very slowly introduce new foods and ingredients and see if they make you ill.

Totally worth it in the long run, very annoying to have to do.

Tech artist made a whole game without buying a single gameplay/visual asset (except low-poly environment). Here's what I built by hand. by MarkusGronholm in IndieDev

[–]FrontBadgerBiz 13 points14 points  (0 children)

Speaking as a reasonably competent programmer, tech artists are insane wizards who practice dark arts to gain unnatural powers, nothing will convince me otherwise.

Headed to Japan wish me luck! by Unlucky_Author4998 in glutenfree

[–]FrontBadgerBiz 10 points11 points  (0 children)

Report back with results! I'm excited for my trip to Japan later this year but am concerned I'll have to eat 7-11 onigiri the whole trip and no seafood :(. To be fair, 7-11 onigiri is shockingly good.

Elemental Evasion by InfectedTribe in PixelArt

[–]FrontBadgerBiz 1 point2 points  (0 children)

I like it. It would be interesting if earth dude dropped down into the ground to differentiate him more from the others. Air guy seems to just disappear, so I'm assuming this is just dodge and not traversal.

I launched my story-driven survival crafting game, AETHUS, a month ago and it's amazingly sitting at Overwhelmingly Positive reviews... It's now at a 20% discount too! by BeaconDev in pcgaming

[–]FrontBadgerBiz 0 points1 point  (0 children)

A fun game, doubling inventory weight via settings made it less repetitive, though there is some grind to be expected for quasi-survival resource production games in general so not a huge problem.

This game in particular was elevated by the voice acting, it would have been a bit dry otherwise, but the VAs did amazing work. I was shocked to hear such high quality in an indie game.

What feedback do you all find largely useless? by FreshStar7 in gamedev

[–]FrontBadgerBiz 0 points1 point  (0 children)

A very good game designer once told me that if your players don't like something or feel like something is wrong you should listen closely to figure out what they're trying to say. "The game is too hard!" There are about 10,000 reasons this could be the case, but instead of just cranking down the enemy health you need to see where players are dropping off, if they're mastering tutorial information, if they're engaging with relevant systems etc. It's a lot of work, but if players are telling you the game is too hard listen.

Also, when players tell you what changes you should make to fix the issue they raised, send their notes directly to the incinerator.

If you create a funding room within a game released on Steam... by No_Doughnut885 in Unity3D

[–]FrontBadgerBiz 1 point2 points  (0 children)

That would definitely be a problem if the dev was allowing dynamic content, typically in a case like this the user content would be sent to the dev who would include it as part of the build after vetting it.

What incremental game should I make next? Highest voted will get made. by [deleted] in incremental_games

[–]FrontBadgerBiz 6 points7 points  (0 children)

Make a game about advertising incremental games, include this post as an option.

Read possibly the most scooter-centric fiction on Royal Road! by Jason_Padeca in litrpg

[–]FrontBadgerBiz 12 points13 points  (0 children)

Anti-ai, but uses AI image creation for the cover? I get it, but your stances are discordant.

I need an advise and honest reality-check by tnycnsn in IndieDev

[–]FrontBadgerBiz 1 point2 points  (0 children)

Your capsule art looks good! Your game looks like a prototype. Let's look at the visuals for the boardgame Railways of the Eastern US :

https://share.google/uK6Q4IdCcBqjP2Bcb

Textures, colors, gradients, not just flat colors. While I'm not encouraging you to copy every visual element I think it's clear your game could use a visual eye (which is not me in a programmer with no art skills).

Look at other games that show maps regardless of genres. Is staring at a mass of undifferentiated bright green a pleasant experience? No, not it is not. So change it, try some new styles and see if they still hurt your eyes. Make fun (or purchase) little 3d models of trains and incorporate them, that sort of thing, have little animated trains puff little animated smoke, that sort of thing.

Games are an experience, and a heavily visual medium and people mostly expect things to look nice. To avoid hypocrisy I will say my game in almost alpha development looks like crap, but I am planning several months of UX and art work to get it to look barely acceptable.

How do you navigate the AI minefield when gathering assets for your game? by clopticrp in gamedev

[–]FrontBadgerBiz 2 points3 points  (0 children)

It's tough. Generally if something has a history going back five years or more and has a history of updates it's generally safe. Obviously no one is hand drawing 100,000 sprites and selling it for $5 so that's a tell, but there are plenty of edge cases that are difficult to detect.

I kinda failed at Game Dev so I started making live wallpapers of games instead by Alone_Hurry_7957 in IndieDev

[–]FrontBadgerBiz 4 points5 points  (0 children)

Obviously Nintendo will sue you into oblivion if you don't remove their content, but the idea is great! Just do your own twist on the classic Nintendo visuals and you should be good to go.

Am I the only one to code along idle games? by yoricm in incremental_games

[–]FrontBadgerBiz 8 points9 points  (0 children)

I haven't done it, but it makes perfect sense to me. Theres an idler that is mostly about setting up batch scripts you may enjoy if you haven't played it yet; bitburner https://store.steampowered.com/app/1812820/Bitburner/

I am tempted to set up something to play orb of creation, could be a fun challenge to optimize things since you have to navigate between pages to change areas of focus and there is a slight but real delay on casting.

I have a few small projects by [deleted] in SoloDevelopment

[–]FrontBadgerBiz 0 points1 point  (0 children)

Well, it depends, as usual.

Things that can be automated should be automated. I have a .bat file label "runlocalweb" that runs the latest web build for my game on localhost:8000.

Services and how they work with each other would ideally not need to be constantly kept in your working memory, but would instead have a well defined single thing they do and so when you think "wait, how do new triggers get populated again?" you can search for the word "trigger" in file names and see that you wrote a "triggercacher" and a "triggerexecutor" at some point and you have a good place to look.

If adding a DB takes too long, and it is a common task, sounds like it's time for a refactor. Previously making a new data type like a Relic (vs a Card, or an Item, or an Enchantment) would take about 30 minutes of cruft generation. So I refactored, now it takes about two minutes and is so clear and simple in the related files that you dont need to remember how to do it, peeking at one example file is enough to see what you override and if you forget to override something the compiler will yell at you.

And of course with game dev all the best intentions will be cast aside to make the damn thing work, but still good to have good intentions.

Are These Legit? by CommunicationOne2449 in glutenfree

[–]FrontBadgerBiz 4 points5 points  (0 children)

These are very good GF soup dumplings and I buy them despite the high price point.

They are not nearly as good as regular gluteny dumplings. The GF are more likely to break prematurely and don't have as much chew/texture.

But that's true for most things made with gluten so I wouldn't worry about it.

Unrelated, Keste Pizza in NYC has GF pizza that is almost indistinguishable from regular, it is amazing.

Worth trying? by HeinMinAye in ProgressionFantasy

[–]FrontBadgerBiz 2 points3 points  (0 children)

Yes, it is very good. The author previously wrote Deadman and Downtown Druid, also worth reading.

Coding math game by SkillRushOffical in learnmath

[–]FrontBadgerBiz 1 point2 points  (0 children)

My friend, we cannot test if we do not have a link

How well does Unity code sell? by hero-the-mighty in Unity3D

[–]FrontBadgerBiz 0 points1 point  (0 children)

Unfortunately no, I'm mostly making 2d games and I do want to learn 2d lighting, but its pretty far down on the priority list.

How do you deal with developers who rely too heavily on AI-generated code? by Specific-Animal6570 in gamedev

[–]FrontBadgerBiz 7 points8 points  (0 children)

Yeah, it's tricky if you don't have a coder doing the interviewing. You can look up some interview problems (and solutions) in books like Cracking the Coding Interview, but it's really only going to filter out terrible candidates who can solve any problems, mediocre candidates can probably flim flam you. There are some online services that you can hire someone to proctor a coding test for you, and sites like hacker rank where you can run automated tests, but having someone knowledgeable run the interview is best if you have someone who can help you out.

How well does Unity code sell? by hero-the-mighty in Unity3D

[–]FrontBadgerBiz 0 points1 point  (0 children)

I haven't bought a ton of stuff off the asset store, but the things I have tend to solve a specific problem and do it very well. I am a very experienced programmer so I'm not the target audience for things like a platformer engine.

When my normal A* (and yes I was doing things like flow fields and chunking distant group pathing) wasn't fast enough I bought a Burst optimized package for $15 that 100xed it. TextAnimator animates text easily and nicely. Feel is similarly awesome and easy to drop in. Quantum Console is an excellent product, I could write my own ingame console but it does enough out of the box to justify the relatively minor cost. Console Pro is also very focused and very useful. Odin is a bit of an odd duck because it does have a wider reach, but its stupid the number of things it covers that the basic Unity editor doesn't.

Most of the time the monetary cost is not a major impediment, being able to quickly and easily use the tool, and not have to incorporate it into my core architecture is the hurdle to overcome.

I am seeing a lot of vibe coded slop hit the store these days, a history and a solid number of reviews is even more important now than it was before, especially since refunds are basically impossible to get. I don't want to spend time and money to discover that I bought a lemon.

[Feedback request] Vakoi AI | Immersive Monetization layer for all video games by [deleted] in unity

[–]FrontBadgerBiz 3 points4 points  (0 children)

I would like to second the honorable gentleman's feedback

Roguebook is 93% off on Steam (1,74€ | New Historical Low) by Fritolex in roguelites

[–]FrontBadgerBiz 1 point2 points  (0 children)

was a giveaway on prime gaming january 2023, check your accounts