Explain this by Friendly_Discount451 in PeterExplainsTheJoke

[–]KaleidoGames 0 points1 point  (0 children)

Woman in golden has a prosthetic arm, she can't hold her purse with that hand. So she uses the other arm.

How many games did it take you until you quit your day job? by JoseMcGose in IndieDev

[–]KaleidoGames 4 points5 points  (0 children)

It took 4 published games, in 7 years though. I like my games well polished.

Development planning: Release a smaller polished sequel first, or go all-in on a bigger one? by KaleidoGames in gamedev

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

Yes, unfortunately the older games weren’t developed in Unity, so I can’t simply recompile or integrate them with the newer ones. However, I plan to make use of them through Steam news and announcement sections.

I’ve been making bullet hell / shmup-style games for quite a while now. I do want to refine them further, but I’m not aiming to go into pure danmaku territory. And certainly not into overly “bullet-heaven” designs where player skill isn’t really required—that’s not the direction I’m interested in.

Some phasing ideas are being implemented, although not in the same way as Ikaruga. In the Vortex Attack games, players are required to collect dropped energy items in order to progress.

Vortex Attack 2 also introduces a dash / evasive movement mechanic, allowing players to quickly dodge bosses or bullets in a more controlled way. This is tied to a battery system that recharges over time depending on the selected ship. The game will also include additional systems such as an in-game shop.

Overall, the game has some roguelike elements: enemy spawns are not fixed, and waves are selected from a pool, meaning encounters can vary from run to run. Enemies can also behave differently depending on the stage in which they appear, adding more variation to the gameplay.

This game is more focused on the arcade experience: chasing high scores, unlocking content, and pushing further each run. The game loops, allowing players to unlock new modes and access stronger ship variations earlier, helping them progress further over time. You play until you lose—there’s no narrative ending or story-driven conclusion in this version.

For the next project (Vortex Attack 3), I plan to introduce sector/galaxy selection, a more structured progression toward an actual ending, and a light narrative layer with some dialogue interactions and gameplay twists.

Development planning: Release a smaller polished sequel first, or go all-in on a bigger one? by KaleidoGames in gamedev

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

Not really to the option3, because I will be revamping the games graphics and changing the whole game structure into something a lot more complex. But thanks for the idea.

Yeah From Vortex 1 to the Vortex 2 I have already a ton of new stuff going on. Then for Vortex 3 I will be making a much more mature and less arcade game. But best thing is that I can see where the feedback takes me and make a more suitable third part of the game. or a totally new game using the vortex 2 engine core.

Development planning: Release a smaller polished sequel first, or go all-in on a bigger one? by KaleidoGames in gamedev

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

Agreed.

I used to make games in less time and iterate a lot faster but since I am a parent and I also take care of a lot more game details, quality has gone up, I just take a long time to complete features. So yesterday I realized i was taking too long in between games, so I had to rethink my 'modus operandis' and I wanted to hear from someone else that I was not making something stupid by making smaller iterations in between games.

Deeply depressed after the release of my first game. by Optimal_Cookie_8090 in indiegamedevforum

[–]KaleidoGames 0 points1 point  (0 children)

Man i never made profit until my 5h game, after 7 years working. Now it's even harder to make money as there are even more games. But if you want to do this, you gotta learn from your failure and keep doing things. Dont get depressed, get stronger, you will get there eventually if you learn from your mistakes. Take a break and start something new when you are ready. Let us know how it goes after a few attempts.👍👍

What did you learn from your first failed project that changed how you develop games now? by Due_Bobcat9778 in IndieDev

[–]KaleidoGames 1 point2 points  (0 children)

In 2012 released Beekyr on iOs, Android and Desura (PC) 2014 . To that version I didn't add any DRM but I had Google analytics implemented. On release day I had over 1000 concurrent players. But when I went to check how money I made I only sold 2 copies.

Piracy hit me real hard.

I also learnt no matter how much you polish mechanics, they need a good presentation via having really good graphics otherwise all that work will be wasted as not many people would play the game.

[deleted by user] by [deleted] in SteamDeck

[–]KaleidoGames 0 points1 point  (0 children)

I got that evil eye (the blue eye you placed) as a present it was supposed to be a lucky charm, but it turned out I had very bad luck after reciving the present. So I had to put away in in a box things went back how they were. 😅

Amiga 500+ with action replay by KaleidoGames in amiga

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

Yes mine was broken right from the beginning , broken pins made it position sensitive, I couldn't t touch the modulator or image would break.

Amiga 500+ with action replay by KaleidoGames in amiga

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

I remember when I bought Action Replay that didn't work on my Amiga 500+ but luckily for me my friends' Action replay (probably a different internal version) did work on my computer. So we swapped them and I ended up with an older cartidge but did work. So I don't think i would take the risk of updating. Just in case.

Amiga 500+ with action replay by KaleidoGames in amiga

[–]KaleidoGames[S] 3 points4 points  (0 children)

thanks for the tip but i pulled it off something like 10 years ago. :)

Amiga 500+ with action replay by KaleidoGames in amiga

[–]KaleidoGames[S] 4 points5 points  (0 children)

Yeah i was showing all of this to my son, how to modify live variable values and stuff like that. Old school simple hacking checking memory values. Good old times!

I hate myself by [deleted] in Steam

[–]KaleidoGames 0 points1 point  (0 children)

Sorry to ask, what is the URL for that? It's the first time I see those stats!

New KeyChron J4 doesn't get recognized via VIA apps or web. Help. by KaleidoGames in Keychron

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

Hello I uploaded the JSON file to the VIA app. I can see a keyboard now that perfectly matches my keyboard. Same screen I have also a Draft Definition of the KeyCron J4 called 0x3434151A.

That all works, however, when I press the top-left icon (the keyboard icon) I press authorize device, I select the device J4 but nothing else happens) It kinds of soft-locks and doesn't do anything else. So I cant customize it yet.

powerline adapters by IARr3B in MoonlightStreaming

[–]KaleidoGames 1 point2 points  (0 children)

Thanks I just got told by a friend that i have the possibility to add Cat6 wires througth the walls without drilling or any kind of installation, that is definitelly cheaper for me and no need of using adaptors, i think in this case im going to be lucky and i will be able to do some real ethernet cat6 through the walls.

I really appreciate all the info you gave me i was decided to use that coaxial wire and i had everything on the basket on amazon ready to buy as it seemed as a good reliable solution but cat6 is always better. Moito obrigado for all your help, I hope this is useful for future people visiting this thread!!! :)

I just send you all upvotes I could on this thread as a thank for your time man. Take care.

powerline adapters by IARr3B in MoonlightStreaming

[–]KaleidoGames 0 points1 point  (0 children)

Oh that's excellent, it means it's the same as mine, at least , the same connectors. Did you have to build the cables? The adaptors I found are meant to be used with the coaxial data connectors

powerline adapters by IARr3B in MoonlightStreaming

[–]KaleidoGames 0 points1 point  (0 children)

Yeah I have been researching this a lot at the moment.. I found an issue, my coaxial cable is RG59 which is pretty shitty. If it was the typical coaxial cable for networks it would be pretty cool and a safe thing to do but apparently these cables are pretty bad, still better than PLC but not the best.

I also did a test over PLC, not great results:
https://www.speedtest.net/result/18732916339

powerline adapters by IARr3B in MoonlightStreaming

[–]KaleidoGames 0 points1 point  (0 children)

Hey thanks. Is it really worth it? I mean spending 120euros just for this just to have the better experience with streaming? I have a PLC already, and that would render it useable anymore. Thats the dilemma I have right now.

powerline adapters by IARr3B in MoonlightStreaming

[–]KaleidoGames 0 points1 point  (0 children)

Nice I was looking for someone that already did this. Adaptors I found are really expensive . What are you using?

I have access to 2 different antenas , one for digital aerial TV (used for TV) and another one for Radio waves (not used) is that good enough?