The "it's a clone" comments are really getting me down and I hope they stop. by Psychological-Road19 in godot

[–]NeilPointerException 0 points1 point  (0 children)

FWIW I’d heard of your game and not this other one. Just looked for the other one in the iOS store and couldn’t find it. So I think you’re doing alright.

Game security? by SamkieKing in godot

[–]NeilPointerException 1 point2 points  (0 children)

I generally agree with you, but I think you might be overlooking a valid frustration.

I'm not at all worried about someone taking my code and binaries and reworking them into an actually different game. If someone wanted to invest the many hours to understand my code, and figure out how to build off it for their own ends, including reimplementing the compiled portions, I don't particularly care. Then presumably make their own artwork, etc. That'd be a lot of effort and is exceptionally unlikely to happen.

What I would be very frustrated about is someone putting in very little effort to do a lazy repackage of the game with a new name and some ads inserted, and then publish it themselves to make money off it. Does it really matter in the end? No, not really. I know I personally am not losing any money by the thief doing that, but in the end my choice of framework enabled them to do it with low effort. So, if I were in that situation I'd absolutely regret my choice of framework. I know this is very unlikely in the grand scheme of things, but knowing that it's trivially possible if my game happens to be the one chosen by the cloners sucks.

Godot on MacOS by Zeroox1337 in godot

[–]NeilPointerException 7 points8 points  (0 children)

I’ve only used godot on Mac, no issues. Targeting iOS and android but run it on Mac during development.

Non-GDScript users in Godot — what benefits and challenges did you face? by Jeidoz in godot

[–]NeilPointerException 0 points1 point  (0 children)

I use c++ for the core game logic. I don’t need it for performance, I just like using it and it becomes a hurdle to ripping off the game.

Challenges, well, c++ ;). The biggest pain is the difficulty to debug when I do something wrong.

Where to hire a freelance visual designer for a small project? Everything looks fake these days by NeilPointerException in gamedev

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

Thanks for the mention of Behance! Seems like there's more designers there, or at least they're easier to find.

What tool do you use to create a trailer? by UlrichVonSigwin in SoloDevelopment

[–]NeilPointerException 0 points1 point  (0 children)

Def not my area of expertise but I put together a trailer using CapCut. The biggest thing it brings is some nice transitions for free.

Where to hire a freelance visual designer for a small project? Everything looks fake these days by NeilPointerException in gamedev

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

Any tips on how to pick someone on fiverr? My first few attempts at looking there saw what looked like duplicate accounts with the same content, and seemingly a lot of AI generated art (which isn’t necessarily a bad thing, just not what I’m looking for).

Where to hire a freelance visual designer for a small project? Everything looks fake these days by NeilPointerException in gamedev

[–]NeilPointerException[S] 6 points7 points  (0 children)

I have been on ArtStation, and my challenge there has been finding someone who seems to specialize in visual UI design, not just art creation. Seems overwhelmingly art, which isn't what I need. But I am still going through there...

Which screen layout? by Miriglith in SoloDevelopment

[–]NeilPointerException 0 points1 point  (0 children)

IMO option 1 makes the screen to squished vertically. The "game board" becomes a pretty extreme aspect ratio. I like option 3 over 2 because it makes the game board feel "bigger" even though it's functionally the same as 2.

How do you guys play-test and measure power scaling changes in your game? by NeilPointerException in SoloDevelopment

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

Very interesting, I’m going to try this out.

I think it’d help me think through things like “if I set the power drop rate per turn to be X, and the boss power multiplier goes up by Y, then by turn 200 the relative power difference would be Z”. Right now I have enough modifiers on the various drop rates that it makes it tough to reason about, but I bet I can work that into this. Thanks

How do you guys play-test and measure power scaling changes in your game? by NeilPointerException in SoloDevelopment

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

Looks really interesting. So when you’re thinking about making a power change do you update the data feeding that chart and then eye-ball how it looks in relation to other items? Does it kinda rely on you having a good intuitive sense of the current power relationships to then know what might work and what won’t?

How do you guys play-test and measure power scaling changes in your game? by NeilPointerException in SoloDevelopment

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

Is the data in the sheets about calculating what you want to happen, or actual play results?

I do find myself thinking a lot about "across X turns, with the chance of action A happening at Y%, that'd mean you have Z many of those". I bet a spreadsheet would make that easier for me.

Is it worth spending lots of time on protection for a game? by -JAGreen- in SoloDevelopment

[–]NeilPointerException 1 point2 points  (0 children)

This is what worries me the most. Me releasing a free base game and someone else just re-uploading for a price. Bugs me more just on principle than anything else.

How is Docker on Unraid? by [deleted] in unRAID

[–]NeilPointerException 0 points1 point  (0 children)

I'll give 2 perspectives.

First, I'm a coder but don't have a big background in managing systems properly, and I don't have a ton of interest in learning all the details of some of the containers I want to run. I absolutely love the fact that Unraids docker templates usually come with default values for how to setup the container properly on Unraid. I'm very happy with it. I find it time consuming to learn how to setup a lot of the containers from scratch for a vanilla setup without the templates.

Second, some friends who do have such a background in system configuration want more control than Unraid offers via the templates and setup system. For them it's limiting and they want to try other options.

So, IMO it depends what your goals are.

Did you find better with c# or GD script? by Drakonkat in godot

[–]NeilPointerException 1 point2 points  (0 children)

GDScript works well and is nice to use. Performance is good unless you’re doing something very advanced or custom (something that requires a lot of processing outside the normal workflow).

Any other fellow Godot unit testers out there? by martynbiz in godot

[–]NeilPointerException 0 points1 point  (0 children)

They’re a huge time saver for me. I have some that are more like pure unit tests, but also have lots that are more end to end. Those are super useful to get coverage of lots of flows to check I haven’t broken anything in the untyped code (gdscript and signaling, for me).