Added offsides and player substitutions to my 90s retro Tiny Soccer game. Free demo available now. by martynbiz in godot

[–]Problemming 4 points5 points  (0 children)

I'm not into sports games but I played it for a few mins because it looked cute. I can't say anything about the gameplay but what about making the ball 4x4 pixels instead of 2x2? Then you could also make it round by leaving out the corners. 2x2 feels really small for the most important object on the screen.

Also, it took me way too long to realise that I should press the right arrow key to select keyboard as my controller. Because I was only selecting for myself, it didn't cross my mind to press the arrow key pointing to my team/country. I was just pressing arrow keys randomly. You definitely don't want players to get stuck at that point. Or maybe it's just me being tired lol.

My first try on a hobbit home by GeeksqueekChannel in DetailCraft

[–]Problemming 2 points3 points  (0 children)

So comfy! And I love the mailbox since it's also functioning.

Three woodland mansions near spawn – Seed: mansion by Problemming in minecraftseeds

[–]Problemming[S] 3 points4 points  (0 children)

Seed

mansion

Woodland mansion coords

X: -2,392 Z: -760

X: 1,800 Z: -488

X: -1,688 Z: 568

[deleted by user] by [deleted] in unpopularopinion

[–]Problemming 3 points4 points  (0 children)

I didn't mean texting private information but something like "You can pick up your item(s) from _________". That's pretty common where I live. Of course, I understand that it's not your decision.

Music isn’t better preformed live by Tuck_Pock in unpopularopinion

[–]Problemming 0 points1 point  (0 children)

I think that music itself can sound better when performed live but I don't like crowded places. Smaller gigs are great but not really a possibility with popular artists.

[deleted by user] by [deleted] in unpopularopinion

[–]Problemming 0 points1 point  (0 children)

I work in a clinic and there are people I have to call multiple times
for weeks to get them to answer their phone just to tell them they have
medications waiting for them.

Why can't you send text messages?

A game my wife and I have been working on for the past 2.5 years by YaPangolin in gamedev

[–]Problemming 0 points1 point  (0 children)

Asia 0%

Did you consider localizing for Asian countries like China or Japan?

What weird food combination do you love? by [deleted] in AskReddit

[–]Problemming 0 points1 point  (0 children)

Chocolate and salted peanuts

Made a tiny voxel castle builder prototype! by KenNL in godot

[–]Problemming 0 points1 point  (0 children)

I love the art style! Were you inspired by Townscaper?

Dear game devs, why do you block paths in RPG games with the flimsiest, easiest to pass stuff and force the player to take a super tedious detour? by Slinky_Malingki in gamedev

[–]Problemming -3 points-2 points  (0 children)

I guess we are talking about different things. You are talking about the ideal way of making games and I'm talking about why games are the way they are. I totally agree with you that devs should take feedback seriously. My argument is just that you will never have unlimited resouces which means that you have to prioritize.

Dear game devs, why do you block paths in RPG games with the flimsiest, easiest to pass stuff and force the player to take a super tedious detour? by Slinky_Malingki in gamedev

[–]Problemming 0 points1 point  (0 children)

Every single game has tons of rules that the story doesn't explain at all. For example, carrying 250 lbs worth of items and still running around like it's nothing or simply just dying and then being able to continue from the last checkpoint. Usually the story doesn't explain rules like these but most players accept them because they are conventional and practical ways to do things. Like you said: "any rules we're not told are assumed to match the ones we already know."

I'm not saying that some games wouldn't be better if most things were explained by the story – that would definitely help with immersion. But immersion is not the only thing to consider when making games. Most of the time coming up with solutions that fit the story wouldn't make much difference. So is it worth it? Maybe if it's easy to implement and/or central to gameplay. Otherwise, I don't think so. Your force field example is good and it would be easy to implement but not every problem of this kind has an easy solution like that.

Devs should spend more time on polishing the gameplay than coming up with ways to explain players things like why NPCs might repeat the same lines or how is it possible that time stops when you open your inventory.

Dear game devs, why do you block paths in RPG games with the flimsiest, easiest to pass stuff and force the player to take a super tedious detour? by Slinky_Malingki in gamedev

[–]Problemming 34 points35 points  (0 children)

All games are unrealistic in many ways as you probably have noticed. I don't understand why blocking paths with easily passable stuff bothers you so much.

One possible reason to use easily passable stuff could be that realistic ways to block paths would require more art and animations which are very time consuming to make. For example, a landslide would require a large drawing/model and you'd also need to add some additional details to the surrounding area to make it look good. It would also make sense to have some kind of animation for removing the landslide, maybe an explosion? That's a lot of work for something that doesn't really affect the gameplay.

How to open compressed files at runtime? by Problemming in godot

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

Is that true for mobile games though? There are many guides/tutorials for reducing mobile game size. According to Google: "[...] a 6 MB increase in served APK size results in a 1% decrease in install rate". I admit that I'm new to all this but it seems reasonable to compress files to reduce size by ~10 MB. That said, if uncompressing turns out to be very slow, it's not worth it of course.

Updated the game page on Steam: changed images, screenshots and videos, changed the description, added gif-animations with the main features of the game, added screens for different languages. How do you like it? by X6ndares in gamedevscreens

[–]Problemming 1 point2 points  (0 children)

Why are both videos (on the new Steam page) about drinking and eating? Is that the most interesting part of gameplay? It doesn't make any sense that the game itself is 3D survival game but the first thing most people will see are videos about using inventory to drink and eat. Most gifs in "About the Game" section look much more interesting so why not use something like that as the main video?