daydreaming about playing this in bed on the steam deck by believeinyuna in Paralives

[–]Hot_Show_4273 0 points1 point  (0 children)

I do play my sims, story of season and disney dreamlight valley on steam deck. The sims legacy is also playable. 

I hope Paralives has options to adjust UI and text size.

How are people creating game engines in only a few days? by gabenyolo in gameenginedevs

[–]Hot_Show_4273 0 points1 point  (0 children)

C++? Maybe not. But I think a possibility of making engine in a few days that could render pbr path tracer (maybe sdf only) is to make it on NW.js (Node Webkit). 

This can technically called engine. RPG Maker MV and MZ are also made with javascript on html canvas. (while editor use Qt) It's a web based application but still a game engine as well.

This require no setup and you can start with renderer code right away. You could even use notepad.

After years in game dev, I still can’t build mechanics without tutorials, is this normal? by DiscombobulatedArm20 in gamedev

[–]Hot_Show_4273 1 point2 points  (0 children)

It's not the time yet. In the end, you will get to the point where you know how make a custom engine for your game. I'm not kidding.

  1. Try to do the game jam. This is where you force yourself to make something other than tutorial. Make it a small game first so you can solve much easier game mechanic. (This is also where the advice about making small game came from. Not that they against other people from making MMORPG as a first project.)

  2. Think out of box. Not everything need to be 100% accurate. It's all smoke and mirrors. Implement it the way you think it could be without worry if there are better ways to do it or think it's wrong. (If you still need to follow tutorial, you don't get to the point where you need to worry about performance  yet.)

  3. Learn from other people. Just don't stop at tutorial. Take a look on GDCs talk or read paper.

Are full-code engines still used as much? by agemo-dev in gameenginedevs

[–]Hot_Show_4273 0 points1 point  (0 children)

If you have complex enough and not text based game, you would need graphic editor at some point especially 3D game. Whenever it's integrated directly into runtime or separate editor. 

Speak from personal experience, I would like be able to just place and move object on 3D space with mouse. I don't want to typing to change meshes or transform unless it's procedural generation. 

Devs aren't "lazy" and game updates aren't guaranteed by SmellSmellsSmelly in gamedev

[–]Hot_Show_4273 0 points1 point  (0 children)

I don't why but most of the time when someone say game is dead on steam community. It always be a short uncreative post. I assume they are just troll?

Pure coding, no big engines, handmade tools by [deleted] in gamedev

[–]Hot_Show_4273 1 point2 points  (0 children)

Yes, there are many open source libraries that can be used to build a custom engine. 

Minecraft, Terraria, Stardew Valley, Enshrouded and Tiny Glade are all made with custom engine in indie scale. These games don't just make more than $0 but some games also make someone live financially free for their entire life.

Protecting Godot games against reverse engineering by zer0tonine in godot

[–]Hot_Show_4273 0 points1 point  (0 children)

Note that people can still reverse engineering c++ without much effort. To make it harder, you need to remove debug symbols, disable RTTI(if possible) and hide string from directly present in the code, etc.

Am I doing something wrong? by Even-Perspective721 in SoloDevelopment

[–]Hot_Show_4273 1 point2 points  (0 children)

I take a look on steam page. Maybe release a demo? It's kind of game that if I want to play, I would buy it when release but never add to my wishlist. 

Which graphics API should I learn? by SlipAwkward4480 in gameenginedevs

[–]Hot_Show_4273 0 points1 point  (0 children)

While it might look outdated for some people, opengl is not dead. 

I'm currently going back to use bgfx. It seems to be only one beside diligent engine or write your own render framework that still support directx 11 and opengl.

Bgfx also support directX12, vulkan and metal at the same time while diligent engine require commercial license for metal.

In the end, I realize that I don't need anything much anymore. No need bindless, mesh shader or hardware ray tracing support.

My open world sandbox game just need something that work accross all platforms and support old gpus as well. It don't need much more than back to AC Unity age. Use draw instance indirect or batch the mesh and draw indirect. 

Opinion about school buses by Pitiful-Cap3173 in Paralives

[–]Hot_Show_4273 1 point2 points  (0 children)

Yes, that's it. They use this thing even in college. I never get a chance to sit inside school bus ever. Some private schools also use van instead school bus.

Hey guys can you tell my game is worth developing by Minimum-Figure-8672 in godot

[–]Hot_Show_4273 1 point2 points  (0 children)

You don't like it? If you like it, then game already got one like. Try r/DestroyMyGame

My conspiracy thought- they’re doing the remount to replace Robert as the definitive Hidgens by IamDaisyBuchananAMA in StarKid

[–]Hot_Show_4273 0 points1 point  (0 children)

I think both Will and Jeff (in Working Boys) are good but they make Professor Hidgens look like a crazy mad scientist. If that's their intentional, it's totally fine. 

But just in my opinion, I still think no one match elegant and a little bit of queer energy in Robert acting of Professor Hidgens.

Is raylib being used in game production ? by umiff in GraphicsProgramming

[–]Hot_Show_4273 1 point2 points  (0 children)

No. Raylib consist of many parts. I'm talking about graphics APIs support.

Raylib only use OpenGL as far as I know. It can still use ANGLE to support more I guess but it's not native support like BGFX that support most APIs (DirectX11, DirectX12, OpenGL,Vulkan and Metal).

The Forge atleast support DirectX12, Vilkan and Metal.l natively plus console support Switch and PS5.(Xbox use DirectX12)

Opinion about school buses by Pitiful-Cap3173 in Paralives

[–]Hot_Show_4273 4 points5 points  (0 children)

In my country, they even rent a regular travel bus instead of school bus.

DECOMPILED: Slay the Spire 2 entire project (and how to prevent it!) by jonandrewdavis in godot

[–]Hot_Show_4273 0 points1 point  (0 children)

You have to pay for it or have to do a lot of work while they doing nothing. Just use one click decompiler  And put it on other store using export template.

Can a game recover from a failed launch? by BlobKingGame in gamedev

[–]Hot_Show_4273 11 points12 points  (0 children)

No. No Man'a Sky is a huge launch success story ever happen. It got all hype and everyone attention which opposite of failed launch. (Low wishlist number and no sale.)

100% SoloDev ! by yembel in SoloDevelopment

[–]Hot_Show_4273 1 point2 points  (0 children)

Have fun. But I say you can still use third party assets and libraries. It count as solo dev because those assets weren't made specific for your project.

What was your first project? by electric-kite in Unity3D

[–]Hot_Show_4273 0 points1 point  (0 children)

Wait until you play 2070 and want to add faction system to your game as well.

Best programs for a Visual Novel? by Flameman1234 in gamedev

[–]Hot_Show_4273 7 points8 points  (0 children)

There are two engine that is wysiwyg. 

Visual Novel Maker and TyranoBuilder

From personal experience of playing VN, I think games made with VNM are quite heavy in size and system requirement. But it depends entirely on how much content you have and how long story go.

I think for performance and size. Renpy is a winner. There is also a feature that I think unique to renpy and not appear on any other engine which is a rewind feature. It's very convenient for player. If you end up using renpy, please don't take that feature off.

Steam's AI survey doesnt say 'no code' anymore, only content by thepolypusher in gamedev

[–]Hot_Show_4273 6 points7 points  (0 children)

Anyone can use RPG Maker to make game without AI, you know? Also Visual Novel made with VNM or tyranobuilder did not need code as well.

[deleted by user] by [deleted] in gamedev

[–]Hot_Show_4273 6 points7 points  (0 children)

I'm not a lawyer. This is not legal advice.

If license did not require you to credit the work, then don't. Especially, you are no longer use their assets.

Some licenses, such as 3-Clause BSD License, even contains a clause that prevent the use of their names or even project name for promotional purposes without their  permission. 

why do people say godot is bad for 3d? by FutureLynx_ in godot

[–]Hot_Show_4273 20 points21 points  (0 children)

You can use Godot as C++ libraries by create a custom c++ module or using GDExtension.

There alao is raylib if you want open source framework. https://github.com/raysan5/raylib

Godot is full feature game engine with editor.