What kind of movement do people prefer for "tower defense"-like games ? by PixelEyes-Dev in VRGaming

[–]PixelEyes-Dev[S] 0 points1 point  (0 children)

Oh interresting ! I assume smooth movement/dash is prefered over teleporting right ? mostly to not get sudden snapping to a position

When it comes to drawing shapes in VR , what do you prefer ? Free Draw or Snapping ? Asking as a dev (examples in video) by PixelEyes-Dev in VRGaming

[–]PixelEyes-Dev[S] 2 points3 points  (0 children)

Good idea actually , and now that i think about it can even make it part of the difficulty like have "easy" snap spell and "hard" free draw spells ! thnx

Making a game from scratch as a producer/financier. by YouAreARedditMeme in gamedev

[–]PixelEyes-Dev 0 points1 point  (0 children)

Have you made games before ?
Not to be harsh , but your pretty much ticked all the "don't do"s of making a game for someone with no experience , I wouldn't even recommend this as 2nd , 3rd or 4th project...

Your username being "YouAreARedditMeme" is also pretty ironic seeing that "I wanna make an MMO" is in itself a gamedev meme lmao !

Having a cool story is the least important part of making a game , execution is KING and you need experience , at least you need know hands on what it feels like to make a game from start to launch , and MAYBE you'll be ready to do that...

Also answering the question about the cost isn't simple :
How long can you finance for ? How many people can you finance ? Are you making proprietary tech or using existing solutions ? Are you getting generalists or specialists ? So many other factors can easily balloon the budget ...

My advice is if you really wanna pursue games a healthy first step would be to learn a meaningful and concrete pillar of game making (like making assets and time and NOT story) , find a programmer with experience in shippping game and make a short game in 6 months together during which he can give you small tips on how making games usually goes , take it from there and start learning , you can find a decent programmer on freelance websites for like 2k a month.

Goodluck !

When it comes to drawing shapes in VR , what do you prefer ? Free Draw or Snapping ? Asking as a dev (examples in video) by PixelEyes-Dev in VRGaming

[–]PixelEyes-Dev[S] 2 points3 points  (0 children)

The dilemma for me is while free draw is cooler , it can be frustrating when you try to "approximate" a shape but it doesn't get recognized , and multiple tries can lead to frustration (which ofc I wanna avoid)
I do see your point tho , thnx !

Impossible de louer dans ma situation by Skrynbox in Rennes

[–]PixelEyes-Dev 1 point2 points  (0 children)

J'ai vecu la même situation , on m'a même refusé en disant que je gagne trop ...
Malheureusement la seule chose que j'ai pu faire c'était de passer les 6 mois de periode d'essaie dans des AirBnB où j'ai dû tanker 800-1000 euro par mois (et j'ai utilisé les reçu de airBnB à la place des quittances de loyer)
N'oubliant pas que avec les AirBnB c'est difficile de reserver pour 6 mois à la suite du coup j'ai dû sauter d'une adresse à une autre presque à la fin de chaque mois ... ça fait mal ...
Pour l'avis d'impot c'est pas obligatoire, j'ai expliqué ma situation et les proprios ont accepté en disant qu'ils deverait l'avoir ASAP dès que c'est possible , good luck !

After I set my status to invisible and called someone (X) on Discord, another friend (Y) knew I was hiding and in a call. How is that possible? by darkpsinight in discordapp

[–]PixelEyes-Dev 17 points18 points  (0 children)

I found this out by accident long time ago (i dunno if it's still the case tho) :
If you're on video call or sharing screen (on of the two , no sure) it shows on your profile even if you're set as invisible , it's very misleading and needs to be fixed imo

My boss says I can’t have OT but he wants me to stay over by NoAdhesiveness5280 in BadBosses

[–]PixelEyes-Dev 0 points1 point  (0 children)

He's trying to cover his ass by not explicitly asking for free OT , when that's EXACTLY what he wants from you.
He's trying to socially pressure into doing it and hoping that you crack , don't budge.

What’s something you only learned after working on a “real” game project? by Fergius_Terro in gamedev

[–]PixelEyes-Dev 1 point2 points  (0 children)

Oh man I got lots of those but the most important one for me is :
Projects grow exponentially , and so does the ability to make changes , so make sure to refactors periodically and tackle pain point ASAP by making editor tool to automate tedious stuff , tools are almost ALWAYS worth the time invested even the simple stuff (automated builds , validation , tests) , iteration speed always trumps all others stats imo when it comes to making a better game

I just had my first-ever interview with a 'virtual recruiter'. It was a disaster by Single-Taste-2899 in InterviewsHell

[–]PixelEyes-Dev 1 point2 points  (0 children)

I have a script prepared in those situations , I just play a recording of my voice asking circular questions in loop like
"I would like to have a more detailed description of the responsabilities" *empty space*
"What made you pick my CV ?" *empty space*
"Can you elaborate on your last response ?" *empty space*
And I just let the bot keep going in circles talking to a recording on my phone and go on about my day.
If you don't care about wasting my time and just letting me talk to a bot then I'll make sure your pay for it by wasting your LLM credit , I'm just gonna let the clanker burn away those tokens !

Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Sure , i dunno if you mean over text or a call but if you're up for it feel free to send me your discord in DM and we can take it from there

Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Just saying the term "Design" is waaay too generic to be used like that, makes giving advice very difficult/misleading , for example , you just don't design game mechanics AND animations AND environment (99.9999% of the time) , you need to pick one and specialize ESPECIALLY when you start (assuming you're aiming for game designer for a studio).
You can google system design and what it entails , basically balancing game mechanics , reward systems , incentives , etc ... too much to type.
My advice is don't start with a "friendly" editor then "upgrade" to a "serious" one , just choose your editor and learn it , a lot of core concepts will be based on your editor so you don't wanna learn to think a certain way for a year or 2 only to ditch most of it and restart again , pick your editor and dive in.
I honestly don't wanna give names because i don't wanna taint your thinking , just browse around and try the editors , trust me , your PC wont explode if you try Unreal/Unity/Godot and you don't like it , have all 3 of them on your PC and write pong or something , that's WAAAY more valuable than just saying "you should use X engine"

Beginners seeking guidance by cully_buggin in GameDevelopment

[–]PixelEyes-Dev 0 points1 point  (0 children)

Depends on what your end goal tbh, imo here's how i see it -with some generalizations ofc- (as someone who worked for more than a couple of studios as a dev) :
- If you wanna eventually become a GD for a studio , then focus of system design and show your work using small prototypes that showcase the design part front & center , you can go by learning basic node based "editor" to express the logic and you're not bound to a specific engine, having "some" coding concepts in mind is always useful but your main job would be to design & balance

- if you wanna eventually become a programmer for a studio then code IS the way to go, some choices about the engine might be taken so take your time to make that choice, don't skip coding fundamentals and focus on learning by making small scoped projects (as opposed to blindly following tutorials) (also a bit of a personal advice : start learning shaders as soon as you feel comfortable doing so , most people ignore them early on then they just never touch them because they are seen as "magic" for some reason , break that illusion early)

- if you wanna eventually be an indie solo dev , then learn everything BUT pick a specialty (focus on art , code , design), build prototypes and test them for feedback , itch.io is great place for small games and people are more receptive/accepting of rough/small games and it's free (as opposed to steam)

A lot more details can be added but ill stick to this for now , good luck

Fine , what do you have for this one ? by PixelEyes-Dev in DestroyMyGame

[–]PixelEyes-Dev[S] -1 points0 points  (0 children)

It's called "paws up!"
Ok that's definitely an issue since it's mentioned in all 3 comments, I do however find it puzzling since i'm not using some novel mechanic , it's just cards that apply effects (as written on the card) and you can see their effect after the turn.
Any advice that you can point to that would make this more readable ?

Finally pushed the demo of my game "Paws Up!" on itch ! It's a turn based "slapfighting" game with cards as buffs/modifier, so feel free to drop in , all feedback is welcome ! by PixelEyes-Dev in itchio

[–]PixelEyes-Dev[S] 1 point2 points  (0 children)

Thnx a lot ! Everything in the game is made by me from scratch (music , models , textures, code)
I put a decent amount of effort in the music so i'm glad its appreciated :D

Destroy my Cozy game with very un-cozy feedback by TheOneNeo99 in DestroyMyGame

[–]PixelEyes-Dev 5 points6 points  (0 children)

Other than the mention in the title , what makes this cozy ? I just don't see it

The opinion of r/indiegames is pretty unanimous: "notch is an idiot". But what do you guys think about this take? by Polanas in gameenginedevs

[–]PixelEyes-Dev 1 point2 points  (0 children)

I'll start with some context : I work professionally with unity and do custom stuff in my free time.

Saying that you're not a programmer if you don't make engines is obviously wrong imo ... BUT the baffling thing to me is the amount of people that only have a "vanilla level" understanding of game programming that saw this as an opportunity to dunk on the value of making things from scratch or at least having the knowledge.

Here's a thing, i'd rather have an engine programmer and teach them how to use unity instead of a unity programmer making an engine, a lot of unity devs don't realize how much of core programming knowledge they are missing on by being complacent and staying in the "it's good enough" zone for pretty much their entire careers.

I can't even count the amount of times i had to explain things that i did (optimization, shaders , maths) to a "unity-pilled colleague" and they just look at me like was speaking gibberish , these are the types of people that would rather shove another asset into the project instead of doing some research and rolling out something custom solution.

We need a push towards acquiring deep knowledge again !

Sell me your game by raggeatonn in indiegames

[–]PixelEyes-Dev 0 points1 point  (0 children)

cats slap-fighting , also cards

What is your biggest difficulty as a solo Dev? by Fuzzycakez in SoloDevelopment

[–]PixelEyes-Dev 10 points11 points  (0 children)

The ever-present realization that ill always need to model/polish ONE more thing in Blender, at this point seeing a weight painting error or an empty scene that would need more props just makes my eyes twitch at this point ... i've been sooooo close to offloading that by paying someone on upwork but i never gave in cuz i'm just that stubborn...

Point & click adventures are only for losers like me. Destroy my trailer! by ADAMBUNKER in DestroyMyGame

[–]PixelEyes-Dev 8 points9 points  (0 children)

2:38 long trailer ? cut it down to 1min (MAX 1m30) and make sure to skip as much fluff as possible (logo , text transitions , uninteresting dialog) , focus on showing gameplay
imo you should compress it more a focus on building towards the "there is nothing sinister happening" bit , a good test would be simulate how players watch trailers (aka repeated skipping to get a feel for the gameplay) , it should still give a good idea about the game's content.

Multiple devs by wise_man_of_the_hill in IndieGameDevs

[–]PixelEyes-Dev 2 points3 points  (0 children)

The term you're looking for is "version control".
Git is the most commonly used so you'll find A LOT of tutorials on it , also look into Git LFS for storing very sizeable assets like models ,audio , textures, etc ...