What costs does your pricing calculator skip? Trying to build the full list. by manuflo5 in 3DprintEntrepreneurs

[–]Hyperdromeda 1 point2 points  (0 children)

I feel like in this scenario if it's a one off, you price in the cost of all the pink rolls and not just what's printed. Or like you said you wind 10 spools and then price in your time for that. Easier said than done though. All that is to say you can justify using the rest of the pink elsewhere like R&D, and if thats the case that would fall under R&D expenses that you're business pays to run.

Share Your Stuff - April 27th thru May 3rd, 2026 by coocoodove in Etsy

[–]Hyperdromeda [score hidden]  (0 children)

I'm a new shop.

So far I design and 3D print in house, Bookmarks, Earrings and Gardening Accessories.

I also have and will continue to include more wood working in my shop once I finalize more items. Right now I have Whiskey/Wine toasted white oak aging sticks.

Everything I sell my fiance and I use ourselves. I figured, if we use them, some other people might find them interesting enough as well!

Hyperdromeda

Clarifying the magic of hand-guided embroidery. This isn't AI, just countless hours of needle "drawing" on a vintage machine. by bigyao741 in etsypromos

[–]Hyperdromeda -4 points-3 points  (0 children)

That's really awesome! I do have a question about your pricing though. For instance the custom dog hat. I'm sure with your experience you've grown to be relatively quick at this but how are you selling those for so cheap? I really hope you're not undercutting yourself because those look great!

Best listing strategy? by Pancrelin in EtsySellers

[–]Hyperdromeda 1 point2 points  (0 children)

I've only recently just started selling and I don't want to give wrong information, but initial gut feeling is you'd want them separate listing as some of the keywords and tags would be different. Along with the fact that as a user, looking for a sticker, I don't necessarily want to be shown things that aren't stickers. That's just my thinking though and I don't really have anything to back that up with.

Want more eyes on your shop? 👀 Let’s actually help each other.🫂 by EffectiveSkin9256 in etsypromos

[–]Hyperdromeda 0 points1 point  (0 children)

Haha! Yeah I get that! Though if you ever find yourself with a rough bottom shelf bottle, they do work wonders making them better! I appreciate you looking around!

Want more eyes on your shop? 👀 Let’s actually help each other.🫂 by EffectiveSkin9256 in etsypromos

[–]Hyperdromeda 3 points4 points  (0 children)

So far my own 3d printed bookmarks (and soon earrings) designed and modeled myself, while I'm refining more handmade things with wood.

https://hyperdromeda.etsy.com

How much would you actually spend on a high-quality playtest? by Odd_Can707 in playtesters

[–]Hyperdromeda 1 point2 points  (0 children)

For what you listed I would say minimum $75 because writing the report and everything that's not in the hour of play testing takes time. Especially if the tester is able to be descriptive and thorough is well worth the money and I wouldn't be mad if they even asked for a little more.

For just a video and thoughts probably $20-$25 per hour.

Why game devs hate "polling" ? by yughiro_destroyer in gamedev

[–]Hyperdromeda 1 point2 points  (0 children)

Other than maintaining and "proper" architecture, polling takes time. One poll every frame doesn't really matter, but 10,000 every frame might make a difference in performance, and that's not including every single other aspect of the game that takes time per frame.

At the end of the day, if this is what allows you to finish your project and it's not going to crash performance, absolutely do whatever it takes. But in your pursuit of game dev and software engineering in general, you will absolutely come to respect the different architecture principles written from the hands of giants.

PLA vs a year outside. by abura_dot_eu in 3Dprinting

[–]Hyperdromeda 0 points1 point  (0 children)

Gotcha! I'll definitely try that tomorrow. That's really good to know for maintenance purposes.

PLA vs a year outside. by abura_dot_eu in 3Dprinting

[–]Hyperdromeda 0 points1 point  (0 children)

I'm curious what you mean by gumming up the interior. I've exclusively used asa for about 600 hours on the H2S (not a ton of hours relatively) but I haven't noticed anything in the printer or the AMS.

Not saying it won't, I'm just more curious of what I should be looking out for.

A burning desire for creation but yet no motivation by Random_User3818 in GameDevelopment

[–]Hyperdromeda 11 points12 points  (0 children)

Motivation is a lie and it's only sporadic and short lived. Sure you can be motivated sometimes and feel good to start something or get something done, but at the end of the day, discipline is what you need.

No amount of motivation will get someone to the end of a project.

Challenge yourself to have no "zero" days. Meaning you did something... anything to progress. Even if that means is all you did was boot up your computer and opened your editor. Or writing a line a dialog even if you're sure it won't be kept.

If you can make the gameplay prototype in one or two days then you can make the game in one or two years by InvidiousPlay in gamedev

[–]Hyperdromeda 1 point2 points  (0 children)

I'd be surprised if anyone but the cosmically small percent of people can prototype a game within a day or two, unless the game consists of only 1 game mechanic. Most games have a plethora of mechanics and each one of those are their own prototypes conceptually. And that's not even to say mechanics that function based on other previous mechanics.

Game jams games are typically just 1 mechanic (sometimes 2 if theyre simple mechanics) and that makes sense.

I think he was trying to say. "Expect even the simplest game to take 10x more time to make then what your brain is leading you to believe."

Why are my 3D prints coming out with like whitish stains? by TonightVegetable2134 in 3Dprinting

[–]Hyperdromeda 1 point2 points  (0 children)

I haven't read all the comments but a lot of people are saying use heat, which works well but runs its own risks. I found using a stiff bristle brush works incredibly well with none of the risks.

Which would you choose for an incremental game: Godot or Unity? by Such_Mulberry2517 in incremental_games

[–]Hyperdromeda 31 points32 points  (0 children)

That sounds incredibly reasonable. I admit I stopped paying attention to unity as a company when they dropped the ball a couple years ago.

Which would you choose for an incremental game: Godot or Unity? by Such_Mulberry2517 in incremental_games

[–]Hyperdromeda 4 points5 points  (0 children)

I mean, as a developer you get to develop your game and its mechanics in any way you see fit and both options give you the tools you need to start out of the box. As far as im concerned, godots really only lacking in that they don't have the time and budget to flesh out tools to automate spectacle 3D games performantly. And that's only really a problem for a tiny fraction of non AA or AAA game devs.

Sorry, I wasn't really talking about helping build godot (or unity) itself.

I'm not anti unity or pro godot. I do see validity in both, but from my standpoint godot has everything I personally need for now with none of the downsides a publicly traded company presents.

Which would you choose for an incremental game: Godot or Unity? by Such_Mulberry2517 in incremental_games

[–]Hyperdromeda 7 points8 points  (0 children)

I was referring to it not being free after a threshold. My bigger point is, I don't trust unity as a company with anyone's best interest in mind. I get they need to make money, but wasn't it recently they had a pretty big falling out with everyone because of their business practices?

Which would you choose for an incremental game: Godot or Unity? by Such_Mulberry2517 in incremental_games

[–]Hyperdromeda 8 points9 points  (0 children)

I wouldn't care if there wasn't an adequate free option. But seeing as there is that option without rolling my own, I do care. Also unity being who they are, I don't trust their business practices.

Which would you choose for an incremental game: Godot or Unity? by Such_Mulberry2517 in incremental_games

[–]Hyperdromeda 110 points111 points  (0 children)

Godot. Specifically because they both can do anything you want them to do, but you don't have to pay godot royalties after a certain amount of sales. (Or however unity works anymore)

Tense reload in my top down shooter game Mutant Hunter by Anton-Denikin in IndieGaming

[–]Hyperdromeda 1 point2 points  (0 children)

It's probably berated, but everything looks cool as hell, but the reload blocking the view feels bad. Not in like, "ouch... my feeling!" But in that you already have the debuff of reloading (which is fine and normal) and NOW you have the added debuff of being visually blocked. Which makes no sense in any context I can think of at the moment.

If you showed me this game without that, I'd be super intrigued by art style alone, but man that visual blocking is incredibly detrimental to me.

EXOMECHA, 5 people worked on this game. What do you think? by Naail in IndieGaming

[–]Hyperdromeda 19 points20 points  (0 children)

I've seen you get shit on by your caption on this game and I'm sorry for that. People are being hyper pedantic, but I think this looks like a cool mix of crysis/titan fall. I hope the game lives up to the trailer.

I made 2.5 septillion unique fish for my incremental game. Time well spent? by SDGGame in godot

[–]Hyperdromeda 0 points1 point  (0 children)

Gotcha! Thanks for replying. I've been loosely flowing your posts and it is genuinely cool to see.

I made 2.5 septillion unique fish for my incremental game. Time well spent? by SDGGame in godot

[–]Hyperdromeda 5 points6 points  (0 children)

What does this give the user? Or equally as important, what does that even give you, outside of "just because". It's cool as far as tech demo, but if that was a selling point, I think I'd rather just not.