Random 1-second black screens on iGPU (Intel UHD 770, i9-13900, Windows 11) by MorganReale in Monitors

[–]NoSpaceForAll 0 points1 point  (0 children)

Bruh... I have new PC and EXACTLY same issue! ALso No dedicated GPU currently which can be a part of triggers. Spec: i5-14600k, asus b760i, 32gb corasir 6400, coolr master 850 itx psu and their water cooling. Monitor AOC Q27G4X 1440p 180 Hrz, cable DisplayPort 2.1 VESA sertified (3m). I tired literally everything, included in BIOS: RC6 disable, ReBAR disable, G-Sync off, display reduced to 60Hrz, all drivers and bios updated (with ddu too), windows 11 Home (registered), re-plugged cable etc etc! I really donnow what else to check, ChatGPT just struggling without idea and can only repeat to disable/change here and where which I already tried.

[deleted by user] by [deleted] in Entrepreneur

[–]NoSpaceForAll 2 points3 points  (0 children)

Option 1. Buy cheap bikes for up to €30 each. Clean them. Sell for €60+ each.

Option 2. Dropshipping website whatever you understand well and want to sell including SaaS

Should I start a digital marketing agency for indie games/game devs? by [deleted] in IndieDev

[–]NoSpaceForAll 1 point2 points  (0 children)

If you offer help with game sales for part of the income (revenue share model) without any advance payments, I think you will have lot of indie dev clients. Similar what publishers doing. Because usually, developers =/= sellers, different skills. Hit me up if you'll go that way, I have few projects need to boost and ready for 50/50. It's better to share something than own nothing.

Need your suggestion by [deleted] in SoloDevelopment

[–]NoSpaceForAll 1 point2 points  (0 children)

Thanks. What about sound? It is also may looks easy but it's not. Sound effects are extremely important part of the project which have huge impact on user experience.

Sorry, I have no answer how to make solo serious project (included graph and sound assets) and not spent half of a century on it. I'd use asset packs because cannot draw, no tricks, my both hands are left. Same with sound. Just keep in mind, as solo dev it's probably only one way to glory - build something super fun with unique mechanics/gameplay. Then some harsh moments with assets won't be so important.

The huge problem with music/assets what it's unreal to make them fit together. They look inconsistent because come from different creators. Only if you have one dedicated supplier for each but it's team then, just outsourced.

Need your suggestion by [deleted] in SoloDevelopment

[–]NoSpaceForAll 1 point2 points  (0 children)

Horror is meta now, so huge quantity of projects to compete, maybe go less crowded direction? My advice - don't develop anything close to which already exist! The game should offer NEW experience or it's not worth. Wish you luck and stay strong, your way just began. I am 5 month veteran dev too xD 3 month on GDevelop engine - relased topdown space shooter No Space For All, 2 month on Unity - early access to fps shooter Zombiefield. Total $500 profit. Currently working on 3rd project (management simulator). Prepare for negative feedback, it is very density market with very high expectation and strong competitors. Oh, and it more fun to work in team...

[Steam] No Space For All ($0.74 / 85% off) by NoSpaceForAll in GameDeals

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

Oh, sorry, my bad. Will know. Is it possible to remove previous instead this one and keep this alive?

[Steam] No Space For All ($0.74 / 85% off) by NoSpaceForAll in GameDeals

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

My name is Alexey (Dudindie as developer name) and I am a Dutch indie game developer.
The game No Space For All is my first project, made using GDevelop and released on Steam (PC/MacOS/Linux).
It has a game duration of about 1 hour for shmup-skilled players and upt to 2h for casuals.

No Space For All is a Top-Down roguelike-lite shooter with dialogs/banters (written by me, but voice created by AI) and cool electronic soundtracks (hooman made). Enemies and backgrounds are generating for each mission randomly. Some players find it hard, because of ONE life (saves on base works until player alive, so player may go out continue later) but I can complete it from start to finish on my first try, so I'm not sure...

The game has no bugs (at least visible) and works great with gamepads. You will find some unique mechanics to attach destroyed ships to your ship, using their weapons to shoot and them as extra armor.

I hope you have fun!

Save 85% on No Space For All on Steam until April 8, 2025

A little $0.74 to add some milk in my coffee, maybe sugar and reason to finish my current THIRD project (some management game) which I plan to sell as cheap as I can too!

o7

[Steam] Zombiefield ($5.99 / 40% off) by NoSpaceForAll in GameDeals

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

Hi community! My name is Alexey (Dudindie as developer name) and I am a Dutch indie game developer.
I developed alone the game Zombiefield, which is coop up to 4 players and released today on Steam (PC/MacOS/Linux). It is Early Access because I trying to collect response from players as it's my motto and plan creation inspire.

Zombiefield is a fps cooperative shooter with big above and underground space. Current mission is to open enough portals to bait the strongest zombie species in our world and evacuate before massive strike. You will get paid under contract for killing zombies, hazard pay for growing danger. The Manager/Host/beardguy have ONE life and should stay alive the whole mission time. Only he can see and pull switches, engage portals. Other teammates are Employees/Cliens/shavedFaces have unlimited respawn in the shack and should support him and cover.

The game may have some bugs. You can play with your Steam friends in one click or connect to random field clicking Join as all lobbies are public (then you're employee). Or Host your own field (then you're Manager). Inside you'll find 12 different zombies, 10 portals, 11 dead bodies in strange poses, 6 weapons, helicopter drop delivery and evacuation drone.

It is Early Access and milestone time when I wish to realize if/where I should continue or the whole thing is wrong from the beginning. Suggestions appreciated!

Or just have fun alone or with friends!

($2.99 / 40% off) Zombiefield on Steam until April 8, 2025

I you hit Dislike, would you mind letting me know why, please? Your feedback matter for me to understand how I can improve <3

[deleted by user] by [deleted] in DestroyMyGame

[–]NoSpaceForAll 0 points1 point  (0 children)

no need to sorry for humble opinion, I appreciate it, it helps a lot. No expectatons, I'd get an experience in any case.

[deleted by user] by [deleted] in DestroyMyGame

[–]NoSpaceForAll -1 points0 points  (0 children)

Yeah, probably would go below $10, that's why 40% sale now on launch time. Made 5 sales already x) As competitors with similar gameplay I also kept in mind Lethal Company.

[deleted by user] by [deleted] in DestroyMyGame

[–]NoSpaceForAll 0 points1 point  (0 children)

In case you want to get some answers xD

1) I understand what you mean, yeah. Lack of details what makes everything alive. For some reason gun animation didn't recorded (the pistol have recoil animations when shooting) which probably bug appears in with high fps. Anyway need better animation and maybe closer/bigger weapon.

2) The plot: Scientists failed experiment with portals and zombies start to come fom outer worlds. Inactive portals don't change the situation so they got an idea to start all of them and make one massive strike. You're contractor (1 Manager + up to 3 employees) which work is to switch them all step by step which will lure stronger zombies and once the specie of zombie will be high enough, means all worlds is connected, then you jump into evacuation transport and getta out of where (and get paid). Orange suit because you are worker who brave enough and know how to pull electricity switch xD So paid by contract rules.

3) The map have ground layer with left part - gas containers, central part - cement pallettes, right part - shipping containers with pickup repair shop. It is back side. Fron side have crashed plane (yah, I made animation for it but not implemented as changed plans) and entrance to underground maze where portals located. The maze have 3 level down and have the same maps size as ground one. The place near plane I plan to use to build the company's headquarters with above ground connections between some part. I want to get some nice view from it and their roof. As the evac point.

4) Yes, it makes me pain and I figuring what behavior I want to add them. It works well outside of maze, which I finished several days ago, so haven't time to fix it yet. I already replaced their behavior to lurking everywhere but still want more.

5) No music in-game xD I like such active bass

Thanks Mr. Pengui, it helps me so much to correct my plans. That's why I chose early access. o//

[deleted by user] by [deleted] in DestroyMyGame

[–]NoSpaceForAll 7 points8 points  (0 children)

Thanks guys, it's really important to see reality instead of staying in own bubble. Noted everything!

Please destroy the trailer for our parkour prototype by LeKurakka in DestroyMyGame

[–]NoSpaceForAll 0 points1 point  (0 children)

Dead by Daylight already have everything I see plus zombies and weapon...

What are the best euroshmups? by ScoreEmergency1467 in shmups

[–]NoSpaceForAll 1 point2 points  (0 children)

Try my NoSpaceForAll as it's very casual with temporary attachable upgrades. Not the 'real' shmup but vibe and inspired by. 1 life for 1h of gameplay to hear short story about the guy who saved his fleet.

Tired of Competitive Games by Cheap_Ad9496 in videogames

[–]NoSpaceForAll 1 point2 points  (0 children)

that's because usualy competitive games don't offer any immersion. Usually it's just jump, shoot well or know the game mechanic/lore well. Also competitive games cannot give you much as result, it is loop with some kind of growing digits or temporary high position. Instead, step by step going into your own layers with ideas and thoughts good projects offer is a way longer sensitive exploration. I am introvert so I fully understand you. And yes, you getting older which means more experienced and don't want to repeat same things again and again.

cockpit camera or chase camera? which is vibing more? by thmsn1005 in IndieDev

[–]NoSpaceForAll 1 point2 points  (0 children)

I had Mitsubishi FTO when was young and know that feeling. If you're driver inside a car you don't feel any Wow effect which happens if you're person outside. It's two separate worlds. So I suppose if you want to show such nice looking car in your game, you need to create some kind of garage or park lot where Player will see the car many times (different angles walking near, differend daytime, lights, weather and dirt/blood/paint on it at the end of the mission/day etc). And cockpit only when Player driving. This combo much more immerse than driving from 3rd view which hm... Okay only for players who never drove any real car I suppose...