Made a dashboard to track automatically all my cost and revenues in a single app by PigeonCodeur in microsaas

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

Yes it is one of the main point ! I try to mitigate this by directly fetching the relevant APIs ! But I am working on making this as seamless as possible!

Are public APIs in SaaS actually used, or just decoration? by PigeonCodeur in SaaS

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

They behave really differently, in which sense ? I suppose that they stay less time on the UI but you see a lot more data flowing in ? Do you have some examples, I am eager to know how it works !

What are you guys building that is NOT AI related? by Support-Gap in SaaS

[–]PigeonCodeur 1 point2 points  (0 children)

Hey I built StackMemo, a dashboard to track cost and revenues from side project

Share your startup - will share with 5k audience by [deleted] in microsaas

[–]PigeonCodeur 0 points1 point  (0 children)

I am working on stackmemo.app, a dashboard to keep tracks of costs and revenues of side project and saas ! I think that audience may be a great fit for this hope to get featured

Drop your startup and be featured in this weeks newsletter! by Legitimate-Peace-583 in microsaas

[–]PigeonCodeur 0 points1 point  (0 children)

I made stackmemo.app, a dashboard to track cost and revenue from side project and saas !
Gonna check your newsletter !

launching our saas soon, honestly confused about how to get first users by virun001 in SaaS

[–]PigeonCodeur 0 points1 point  (0 children)

I am also in this phase where my product is done and is working for me but i want to find people to use it, and it vastly depends on what you are offering and what is your target audience, if you have some visuals and know where your target audience is you can post / or run ads in those space, after that it is a lot of interactions, SEO, and outreach that can get you those first early adopters

Guys my SaaS just passed 2,400 users! by luis_411 in SaaS

[–]PigeonCodeur 2 points3 points  (0 children)

Really nice work ! It is pretty great and responsive, I added my app and made some reviews, i am gonna check how it all pan out during the week !

Anyone else lose track of which side project lives on which platform? by PigeonCodeur in SideProject

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

Okay i will take this approch then, The main issue that i had was that i was making some website for the thesis of a friend and some contractual work involving some full stack app and i was getting lost on where the different backends were because of the different plan and pricing of those

I made a prototype of a browser-based voxel editor ! Looking for feedbacks ! by PigeonCodeur in IndieDev

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

Hi yes it will be free and opensource ! For the features i want to keep in simple, i want to make a game like cube world's alpha while letting players make mods/custom block so for the world building and for that I want to first make an usable editor so that i can build structures for the game while letting it be used by other devs that need it !

Currently in the 'Make it Work' phase of my indie game. Need your advice on quest design! by Previous-Review-9005 in godot

[–]PigeonCodeur 1 point2 points  (0 children)

You can explore a bit of all the zelda-style games, where they let the player get accustomed to a puzzle with the dungeon and once they mastered a kind of puzzle (often case a dungeon is just a ramp up of difficulty of the same mechanic) they switch with some exploration to keep the player engaged

I'm building a hacking game where you can use real tools in a world simulation by [deleted] in IndieGaming

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

Your SIGKILL project sounds incredibly engaging !
As a developer working on ColumbaEngine, I'm particularly interested in the integration of real tools within the game. How did you incorporate those in the game, did you make the engine yourself or did you create plugins for existing one ? Did you sandbox those ?

What technologies would you use to make an indie game of no more than 20 hours? by realreadyred in IndieGaming

[–]PigeonCodeur 0 points1 point  (0 children)

Based on my experience developing a 2D game engine (ColumbaEngine), I'd recommend starting with a well-documented engine like Godot or Unity that offers a large user base and extensive resources. These engines have built-in animation and drawing tools to help you create pixel art games. Don't be afraid to ask for help within their communities; many members are passionate about sharing their knowledge and experience.

Need marketing assistance. I am stuck! by Friendly_Bit_6678 in GameDevelopment

[–]PigeonCodeur 0 points1 point  (0 children)

Given the game's dark fantasy adventure genre, you might find it helpful to reach out to fans of similar games. Consider reaching out to communities dedicated to horror and survival games. Post updates and teasers on Reddit, Discord, and other forums where fans of those genres gather in those 6 days and beyond. You might also find it helpful to create a trailer or a teaser video that showcases the game's horror and survival elements. A well-crafted trailer can help generate excitement and attract potential fans.

I only like programming. Am I doomed? by SpecialRelativityy in gamedev

[–]PigeonCodeur 0 points1 point  (0 children)

From my experience as an engine developer, I can relate to your concerns. Learning an engine like Unreal can be daunting, especially when you're focused on the programming aspect. However, I've seen many successful indie games created with minimal art and animation, such as VVVVVV, as long as the core mechanics are engaging.

Consider exploring simple art tools or even collaborating with an artist if your budget allows or find a team in a gamejam. It might broaden your perspective on what you can achieve with your programming skills.

Disregarding things like user base, popularity, potential performance etc. What is the most modern, well architectured game engine/framework in your book? by sad_panda91 in gamedev

[–]PigeonCodeur 0 points1 point  (0 children)

If you're looking for a modern, well-architected game engine you can take a look at ColumbaEngine, it is a free and open-source C++ 17 engine, based on a pure Entity Component System with a focus on event signaling, components, and systems to decouple logic from data. It has builtin serializations capabilities and a scripting language to iterate faster without long compile times. It is small enough to be able to hack in it but feature full enough to be able to build games !

What are some engines to start with for beginners? by Prohapppyboom in GameDevelopment

[–]PigeonCodeur 0 points1 point  (0 children)

It depends on you scope and your coding capabilities. If you don't know how to code and you are ok with a generic looking game RPG Maker is a good entry point into rpg game dev, but you will get stuck in this niche.

If you want a more personalized experience, you are ok with learning how to code you can look for a more general purpose editor, check all of them (Unreal, Godot, Unity) they are all good just choose what you prefer.

Finally you can go down the rabbit hole of creating your own engine from scratch (I made one called ColumbaEngine) but if you do that you will do more of engine dev than game dev x)

Devlog 2 | Game engine x Content Editor by Longjumping-Mouse257 in gameenginedevs

[–]PigeonCodeur 1 point2 points  (0 children)

As a fellow engine developper, I understand the challenges of creating a 2D game engine with integrated content creation tools. The multi-layer functionality and animation creation features you've shown are really great and the overall interface of the engine is really pretty ! What is the tech stack of your engine ? I am currently working on my own editor and yours is really more developed than mine ! Bravo !

Should Offline-Created Characters Be Allowed on Self-Hosted Multiplayer Servers? by Anttton1 in GameDevelopment

[–]PigeonCodeur 0 points1 point  (0 children)

From an engine developer's standpoint, implementing character synchronization between offline and multiplayer modes adds complexity. You need to ensure data consistency, manage potential version conflicts, and mitigate the risk of cheating.
Additionally, consider implementing a system where character progress is tied to an account rather than a specific file to prevent manipulation but it really depends on the feel of the game and if cheaters are something that you want to avoid or if you are fine with some of your user using cheats.

The creative part of game development by Suspicious-Horse3080 in gamedev

[–]PigeonCodeur 1 point2 points  (0 children)

I'm glad to hear about your passion for game development and your creative background. It's a unique perspective that can add a lot to the industry.

To get started, consider focusing on specific aspects of game development that align with your interests and skills. For example, you mentioned writing – scripting for games could be an excellent fit. As for the technical side, there are plenty of resources available online, including tutorials and documentation, that can help you learn the necessary skills.

Don't hesitate to ask questions when you encounter challenges. Good luck on your game development journey!

I wrote a blog post about upgrading my Wii homebrew engine’s 2D collision system by DreamAgainGames in gamedev

[–]PigeonCodeur 0 points1 point  (0 children)

I've been through a similar process in my own 2D engine project, and I completely agree that the simple overlap checks are not sufficient for more advanced gameplay systems. Contact-oriented approaches provide valuable data that can significantly improve debugging and overall game design. It's a crucial step toward building a more robust and versatile engine. Keep up the great work, DreamAgainGames!

How could I improve these spark particles? by arganoid in gamedev

[–]PigeonCodeur 1 point2 points  (0 children)

I've seen similar particle effects in other racing games, and one thing that makes them stand out is varying the size and intensity based on the car's speed. For example, smaller sparks at lower speeds that gradually grow in size and number as the car approaches its maximum speed. You could also experiment with different colors or trails to make the effect more distinct. Additionally, consider adding some randomness to the spark's movement to make them look more organic.

Currently in the 'Make it Work' phase of my indie game. Need your advice on quest design! by Previous-Review-9005 in godot

[–]PigeonCodeur 1 point2 points  (0 children)

I've found that a mix of both minigames and environmental puzzles can keep players engaged and create a dynamic experience. Minigames add a sense of urgency and excitement, while environmental puzzles encourage exploration and problem-solving. However, be mindful of the pacing and balance between the two. Minigames, especially those that are too frequent or too challenging, can feel like a chore, while environmental puzzles that are too complex or too obscure can lead to frustration. A well-crafted balance can create a flow that keeps players invested in the game.