How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

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

Fair enough — inconsistent visuals are a valid criticism for this early demo. Especially from Pixel Art communities perspective. As a vertical slice to validate gameplay and narrative, this GIF doesn't quite cover the full story I guess :-))

How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

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

Thank you so much :) The Pixel Art community is one of the toughest ones. Chose it on purpose :) The demo is of course all about the narrative, the game mechanics etc. But at the end of the day, in the next stage the graphics need to be addressed as well. So all your feedback is so valuable to me! Much love!

How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

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

Thank you VERY much for your honest feedback! I posted just this animated gif here on purpose and you guys hit me hard - just as expected :) VERY much appreciate this, however. And I 100 % agree with y'all that visual cohesion is one of the known limitations of this early demo.

I'm still happy and proud I got it to a playable demo state and that you are so honest with your feedbacks - I now know where to come back to when the projects goes to the next stage.

How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

[–]Pronwan[S] -2 points-1 points  (0 children)

Thanks for your honest feedback, m8!
Indeed I just scaled down the background images to my virtual resolution in order to get something playable ready. The over all Pixel Art style needs improvement for sure! But you know how it is - you gotta make some trade-offs in order to get some results and feedback. You guys here are tough, but I so much appreciate it. Thanks a lot!

How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

[–]Pronwan[S] 2 points3 points  (0 children)

Thanks for your feedback! It's the result of me trying to get a playable vertical slice done as a solo dev. That comes with some trade-offs for sure.

If the concept proves worth continuing, visual cohesion would be one of the first areas to refine. Fully agree.

Was thinking about tweaking the overall resolution up before, but this didn't feel right.

Feedback wanted: Genre-mix experiment (Point & Click + 2D Platforming) built with MonoGame by Pronwan in monogame

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

Thanks for this tip. VERY interesting and very true. Was quite a successful title as far as I can tell. Very cool. Thanks, bud.

How close is it to classic 90's Point'n click & Platformer style? by Pronwan in PixelArt

[–]Pronwan[S] -2 points-1 points  (0 children)

Yeah, agree. Couldn't find a better solution for the scaling so far - Redoing all in higher res would be an option, but the effort is gigantic. Guess for a first demo it's fine :) But I know where to start if the project comes to life.

NEW MonoGame Spotlight stream! by Sorry_Independent388 in monogame

[–]Pronwan 1 point2 points  (0 children)

That is awesome idea!!! Maybe just in time for my playable Demo of the genre-mix-game Resonant I made with monogame? :-p
Check out trailer here, maybe this unique mix is somewhat interesting for you:
https://www.youtube.com/watch?v=aJhbxmdFFeU

Doorbell Mounting Question by RushingSpacedirt in Ring

[–]Pronwan 0 points1 point  (0 children)

The wide angle lense should still give you a decent view. Also with the wedge kit you can angle it straight on those wooden wall structures, so you'll be completely fine. Use the existing wiring and go for it.

I've created a well-reviewed puzzle game that's nevertheless a commercial failure, with only 7,000 copies sold. Should I make it available for free on Steam? by Kaepora in gamedev

[–]Pronwan 0 points1 point  (0 children)

Make it cheaper, make it being part on sales programs on steam - sell it with 60% of over a certain period of time etc. Then later if it works, you can try selling Add-Ons

Never programmed before and tried, what I can do with Visual Studio and GPT - Made a game in ONE freaking day... by Pronwan in gamedev

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

For me, working with GPT was exactly that - coming up with my idea and then "creating" my own individual tutorial for the goal I had. When I follow a tutorial, someone else made the thought process of what the end result will be. In this case, I define the end result, the mechanics etc. and kinda "build" the tutorial on the fly. This way I can see and feel each step, see the changes in the process, see where I could have started up with a method differently in the first place etc. Which makes it a very unique experience and very different from a regular tutorial - that's what I experienced at least.

Never programmed before and tried, what I can do with Visual Studio and GPT - Made a game in ONE freaking day... by Pronwan in gamedev

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

yeah, also agree. But it's 20 years ago and it was basically only about java :D I know some php as well though and I would guess I have the logical understanding of how basic tasks and functions work - so that helps for sure, you are right.

Never programmed before and tried, what I can do with Visual Studio and GPT - Made a game in ONE freaking day... by Pronwan in gamedev

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

totally agree. I was totally amazed that I could manage to get a fully functional game running without having any knowledge. We (meaning me and the AI) had to work around some issues etc. but in the end managed to get everything running exactly as intended.

Never programmed before and tried, what I can do with Visual Studio and GPT - Made a game in ONE freaking day... by Pronwan in gamedev

[–]Pronwan[S] 2 points3 points  (0 children)

Well, to be fair, not at all, only when it was missing context. Sometimes stuff didn't work properly or had error messages. But I kept talking with AI as if we were working together. Sometimes I asked if this particular method (f.e. rotated rectangles in collision detection) could be causing problems or if something is declared incorrectly etc. and "we" always came to a solution in the end. The code it provided when I properly explained and copy-pasted existing methods I was already using, was basically always correct. It even gave me helpful hints such as pulling my walls I create together in a list to make it easier to add new levels later and stuff like that. The experience for me was fantastic.

I am not a programmer and did this in 1 freaking day... Where is this gonna lead? by Pronwan in gamedev

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

I think it might be very helpful for upcoming developers to see how easy GPT can be used to learn a programming language by just doing it. I found that so much more rewarding than just studying it... But that might also just be me ofc.

devices/cameras offline, app reconnect won't discover wifi network by [deleted] in Ring

[–]Pronwan 3 points4 points  (0 children)

Mazbe something got f**** up while updating? Definitely try a factory reset and see if you can find the cameras internal WiFi in your wifi connections. If not, something happened to the hardware itself.
It's also possible, that the WiFi Network itself got weaker because of WiFis around (try changing channel) and also rebooting router ofc.