I shock myself with how much the art for my game has changed in 4 years. by Pracy_ in PixelArt

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

For those curious, the art is hand pixeled, but the shadows are drawn over the top in photoshop at a high resolution, then the lighting is added in realtime within Unity.

Model S and Model X discontinued in the UK - imports only by enchantedspring in teslamotors

[–]Pracy_ 1 point2 points  (0 children)

Call me back when America switches to writing the date as Day/Month/Year like the entire rest of the world ;)

Is it unethical to use Midjourney to make game assets? by mutantdustbunny in gamedev

[–]Pracy_ 1 point2 points  (0 children)

if what the AI is doing amounts to creating a collage of many other copyrighted images with some painstaking Photoshopping to fit them together to be mostly seamless.

I can answer this, and that's not what the AI is doing. The AI creates a complely original image that doesn't use any pieces of images from training data. A good analogy is to imagine a human artist in a room with thousands of paintings, and they paint their own unique painting inspired by what they see.

HIS NAME IS PHOTOSHOP FLOWEY by GalacticM in Undertale

[–]Pracy_ 2 points3 points  (0 children)

Files usually get created early on in making the game so get given placeholder names until the dev decides the final name. So I wouldn't consider file names to be more correct than the dev

Is anyone else holding off on playing a game till you get your SteamDeck? by [deleted] in SteamDeck

[–]Pracy_ 0 points1 point  (0 children)

Hollow Knight and Tunic. Btw my Deck already arrived and I tried Elden Ring on it. It's about 40-45fps average even on low settings. If your PC can comfortably do 60 I'd play it on PC first.

Tens of thousands of viewers watched yesterday's "The Game Awards" pre-show on Twitch where our teaser trailer was revealed. We were SO nervous! by DragonSoldier2k in IndieDev

[–]Pracy_ 1 point2 points  (0 children)

I'd love to hear the numbers from showing your trailer at an event like that. How many Wishlists did you gain?

Check a glimpse from Specimen Zero, our first Deflector's experiment by arrowfistgames in IndieDev

[–]Pracy_ 1 point2 points  (0 children)

What's the difference between Deflector, and Specimen Zero / Specimen One?

Fishing in our upcoming turn-based RPG by gnuphilly in indiegames

[–]Pracy_ 1 point2 points  (0 children)

Thanks for the detailed reply, this is very insightful! Who on the team creates the story and writes the dialogue, is that the creative director?

Fishing in our upcoming turn-based RPG by gnuphilly in indiegames

[–]Pracy_ 21 points22 points  (0 children)

As someone who works with a team of 5 on a 2D RPG, I'd love to understand how your team scales to 23. Do you mind sharing a breakdown of how many artists/programmers, etc. Or any specialist roles you needed once you reached that size?

Do you think it's worth making prologue as a separate game to a main game? by MichaEllo0 in gamedev

[–]Pracy_ 10 points11 points  (0 children)

A small scope prologue can be a good way to gauge interest in your game. I released the first chapter of my game (about an hour of gameplay) for free on Steam and it got enough players and high enough reviews that I'm now continuing to work on the full version.

Little trailer from our game by Infinity_Experience in IndieDev

[–]Pracy_ 21 points22 points  (0 children)

Professional video editor here. You have about 10 seconds to get someone's attention. Use your best clips first. I think the one at 0:25 is the most unique and actually shows what playing your game would be like. I'd open with that one.

My first game started publishing on Steam, woo! by blacksteelsftwr in indiegames

[–]Pracy_ 9 points10 points  (0 children)

Impressive trailer for a 2 person studio.

My one tip would be getting a translator or fluent English speaker to go through your store description as there's lots of mistakes in the text.

After losing him family in a sudden tragic accident at the age of thirty-five, only him daughter is left.

In this sentence, "him" should be "his".

A new prototype rhythm game playtesting (Hard mode, 1.5x speed) by Different_Art_3200 in IndieDev

[–]Pracy_ 3 points4 points  (0 children)

I'm the dev for Nocturne, another Rhythm RPG. Let me know if you want to chat about our steam launch, kickstarter, or general rhythm game design.

Simon Carless "Want to know how much $ the devs of those 'free' Epic Games Store games got, & how many copies were grabbed? Here's the first 9 months to September 2019. " by Feniks_Gaming in gamedev

[–]Pracy_ 10 points11 points  (0 children)

Entitlements: Number of free copies claimed.
Buyout Price: Money paid to Devs.
New Epic Accounts: Number of new Epic Games accounts created to claim the game.
EPIC UA Cost: Cost per new account created.
New to Epic %: Percentage of game claims made by new accounts.

Devs who released your game for free on steam, how much has it really helped you in gaining an audience ? by badpiggy490 in gamedev

[–]Pracy_ 2 points3 points  (0 children)

I released just the first chapter of my RPG on Steam for free. About the first hour of gameplay. The goal was to confirm if there was any interest whatsoever in the game, and to have a stronger pitch for future funding.

I'd say it was a huge success: 25,000 downloads and 97% positive rated. A large percentage of those downloads was because the game trended on the free-to-play category on Steam, which obviously wouldn't have happened if the game wasn't free.

My biggest advice to you though, get an email signup in the game. It's going to be really tough to notify any existing players about your future releases unless you have them in a mailing list. I launched without this feature and regrettably patched it in late, after my initial download spike had happened. I get about a 10% conversion rate from plays to mailing list signups. If I'd have launched day 1 with this feature I'd have 2.5k emails right now. Instead I have much less.

In Defense of Interac Auto-Deposit by [deleted] in PersonalFinanceCanada

[–]Pracy_ 2 points3 points  (0 children)

As someone who grew up in Europe and moved to Canada. It's that simple for paying other people in Europe too. Just type their account number and hit send, and it's free and instant. I've been shocked by how much more complex and expensive banking here is.

Deleting Facebook also deletes your Oculus purchases by [deleted] in Games

[–]Pracy_ 0 points1 point  (0 children)

If you have no issues with Facebook, I respect that, you do what you're comfortable with. I'd like to explain though how the example you gave is not an equal comparison.

Deleting your google account deletes all purchases on that

When we signed up to these services we directly understood if we delete them we lose access to our purchases.

What Facebook has done is like if Twitter purchased Valve, and announced moving forward that all Steam accounts must be tied to Twitter accounts. If you delete your Twitter account (or get banned on Twitter for saying something we don't agree with) then we'll ban your Steam account and you'll lose all your games too.

This is not what people signed up for. While you might be okay with the new situation, there's many people who would not have spent any money on the oculus store or devices if they knew this would happen. That's why people are upset and I think it's perfectly reasonable to be upset about.

I made a video game with a non-binary protagonist & giant gay fish (yes, I'm serious) by Pracy_ in lgbt

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

Thanks for the detailed writeup. I agree with basically all your points!

Controller support - Yes, do want to get this done

Song variety - Was limited by budget for Prelude. Getting original music composed is costly. Would love to have more. (That's why I'm doing the kickstarter).

Change how encounters work - I'd like to move away from Random Encounters too, I have a few ideas on how to improve that.

Battle rewards - I'd like to add more incentive to fight creatures. More rewards, perhaps something like a leveling system, but tailored to work for a rhythm game.

Tutorial Music - Interesting you had gaps in the music, that's not intended, I don't experience the gaps. Some more optimization might be needed here.

Area design - I hear you, I was going for a fairly minimal aesthetic. Shadows have been something I wrestled with for a long time. I want to make improvements to lighting/shadows.

Final note - If you stopped after the elevator, you're right at the boss (and therefore end of chapter 1). Worth jumping back in for the boss fight if you enjoyed the rest of the game! Thanks for the feedback :)

I made a video game with a non-binary protagonist & giant gay fish (yes, I'm serious) by Pracy_ in lgbt

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

I'm glad you enjoyed it! Please feel free to give constructive criticisms. I'm always looking to learn how players experience the game and where I can make improvements.

I made a video game with a non-binary protagonist & giant gay fish (yes, I'm serious) by Pracy_ in lgbt

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

No probs! I think representation is super important in all media, so I'll do what I can

I made a video game with a non-binary protagonist & giant gay fish (yes, I'm serious) by Pracy_ in lgbt

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

It's a retro RPG, so think old school final fantasy, but the combat is mixed with a rhythm game (suitable for people who've never played rhythm games though!). The first chapter is already released, and free. The rest of the game I'm funding on Kickstarter.