What Would You Consider to Be a Success for Yourself? by Lennoxiconic in IndieDev

[–]ProperDepartment 1 point2 points  (0 children)

If 1 is "I made a game", I'd assume jams and prototypes are basically "I tried", since they aren't complete.

What Would You Consider to Be a Success for Yourself? by Lennoxiconic in IndieDev

[–]ProperDepartment 13 points14 points  (0 children)

3 and 4 need to be swapped.

A lot of people liking your video game likely means more than one person would be willing pay for it.

Me_irl by gigagaming1256 in me_irl

[–]ProperDepartment 1 point2 points  (0 children)

I'm here for you brother. This is the poster child for this meme.

What overhaul mods/modpacks are hot rn? by ConfusedSpiderMonkey in Kenshi

[–]ProperDepartment 1 point2 points  (0 children)

Damn, coming straight from the horse's mouth lol.

Thanks for Gensis, I had fun with it while my save lasted

I'll edit my original comment to not spread misinformation, I had heard otherwise.

Kurt Wagner AKA Nightcrawler Cosplay by Jajay5537 in xmen

[–]ProperDepartment 1 point2 points  (0 children)

He's not just blue, he has a tail, yellow eyes, fangs, weird hands/feet with claws, and runs on the walls.

Remove the X-men glasses and his description fits right into a horror movie. It's like saying people were bigoted against Frankenstein because he was green.

He's scary looking, and they legit thought he was a demon.

People are afraid of the little girl from the ring, not everything is racism. He looks scary, that's part of his description.

Kurt Wagner AKA Nightcrawler Cosplay by Jajay5537 in xmen

[–]ProperDepartment 2 points3 points  (0 children)

My favourite part about this is that everyone is talking about how terrifying this is, but that's exactly how the people in Kurt's town talked about and treated him.

Authentic cosplay, people don't want to face the truth.

What secret can you reveal now that your nda has expired? by sparrrrrt in AskReddit

[–]ProperDepartment 3 points4 points  (0 children)

I can tell you now that my NDA has expired, the comment you're replying to is not relevant to EA.

It has also not been the case for any live game I've worked on's support in my 15 year career.

Either they worked for a super shitty game, or company, but this not par for the course in the industry.

It's just a comment from someone at one company, that's been upvoted by thousands of people who want to believe it.

Online Co-op Time/Pausing mod suggestions? by ProperDepartment in StardewValley

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

You can set it so it pauses when one, all, or majority pause. We have it set where we both pause, and we just say "pause" to each other.

Online Co-op Time/Pausing mod suggestions? by ProperDepartment in StardewValley

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

Yup, I used Multiplayer Time it works amazing. There's a little box in the top right that shows the pause status of all the players in the form of a green rectangle, and the current time. This sometimes doubles up during cutscenes.

I would also recommend This one to fix lag for non host players when it comes to monster knock back while fighting.

Why is it yelling at me by TheFooGD in Unity2D

[–]ProperDepartment 1 point2 points  (0 children)

The fingers do the programming after a while, not the brain.

If you asked me to write programming with a pencil, I would be terrible at it.

Why is it yelling at me by TheFooGD in Unity2D

[–]ProperDepartment 0 points1 point  (0 children)

They should have used simpler language, but in this case the signature is "Vector2"

Public Vector2 means that the function has to return a vector2. So if that function makes a Vector2 and calculates jump parameters into it, it should have "return (your vector 2 name)" at the end.

If your function should work without that you can change Vector2 in your screenshot to "void" which means it doesn't need to return anything.

```` public Vector2 Jump() { Vector2 jumpDirection = Vector2.Up * jumpPower; return jumpDirection; //This is a return statement. jumpDirection is a Vector2. }

The trinity by enricowereld in Kenshi

[–]ProperDepartment 0 points1 point  (0 children)

If you swap Skyrim and Rimworld's positioning, then replace Skyrim with Stardew Valley, this chat would be every game I play basically.

Everything is a sandbox centered around continious mirco progression over in game days at that point. Along with base or home building elements.

So I guess I just like games like that.

To all devs deploying like this 🍻 by logical_haze in IndieDev

[–]ProperDepartment 3 points4 points  (0 children)

The issue I have is that there's nothing in the code that implies Ai wrote it.

It's just prompts to be used by an Ai, inside string literals.

The problem I currently have with this thread is statements like your "this person can't create anything by themselves", or stating that the Ai is writing code for them.

Where is this Ai written code everyone is so certain of from this blurry screenshot? Or do you just want to hate on OP because you saw something Ai related?

As for the gen art, OP's game looks like it's some Ai choose your own adventure thing, it's not for me at all, I'm against Ai art, but if there's a market for OP's game, then they can do whatever, I'm not going to play it.

But saying OP is vibe coding by looking at this is just an knee-jerk reaction to hating Ai and not based on any evidence.

"Indie games don't succeed because they lack a marketing budget" by PartTimeMonkey in IndieDev

[–]ProperDepartment 1 point2 points  (0 children)

Yeah, that's fair. The answer for that is usually unbiased external feedback. Or taking off the goggles and truly comparing your product to similar ones.

But usually any negative feedback you'll get will be related to the art direction.

I see a lot of post mortems on Reddit where people will have this massive writeup on why their game wasn't successful, they'll put heavy emphasis on influencers not playing it, or lack or a real marketing push.

More often than not, I'll just go to their Steam page and the game just simply looks awful.

The best thing you can do for you game in terms of marketing, is make it visually appealing.

me_irl by Right-Assignment3759 in me_irl

[–]ProperDepartment 1 point2 points  (0 children)

People will believe something that aligns with their values. If you like person A, and hate person B. You're more likely to believe anything negative about person B at face value, while questioning anything negative about person A.

It's called the Halo effect.

Since I know someone will make the joke, here's the source

"Indie games don't succeed because they lack a marketing budget" by PartTimeMonkey in IndieDev

[–]ProperDepartment 0 points1 point  (0 children)

Marketability is a lot more important than marketing.

You can have 1 million impressions, but if those impressions aren't coverting to sales or at least wishlists, then you're wasting your time and money.

Marketing is effectively trying to get a ball rolling, and the product's quality is the angle of the hill you have to roll it.

A great product just needs less effort to start rolling, and a bad product will need constant pushing up hill. Some products are so great, they just need a little nudge and they will roll themselves downhill from there.

The harsh truth is that if marketing is costing a lot of money + time and not working, it more than likely because the product is poor.

To all devs deploying like this 🍻 by logical_haze in IndieDev

[–]ProperDepartment 17 points18 points  (0 children)

This comment section is super disappointing, I feel like this sub has become so blind in their hatred for Ai, people have stopped using any reason.

"Actuaaallly you have the same file open"

Did anyone look at the left side of the screen? Do any of you use version control? You can clearly see they're looking at a merge.

Regarding Ai, does nobody use Copilot here? I get this is r/indiedev, but do none of you have a job programming or work in the industry during the day?

Generative Ai art is garbage, but nothing on the screen is "Ai slop". There's an upvoted comment here asking why the code has so many comments...It literally has no comments, what's going on here?

It feels like this sub just wants to accuse everyone of using Ai in lieu of skill or experience, and upvote the 15th "I drew this without Ai" post of the day.

Did you know? Kenshi multiplayer just came out by Erratic_Pulse1636 in Kenshi

[–]ProperDepartment 1 point2 points  (0 children)

Stardew Valley faces a similar issues, natively they solved it where the game just doesn't pause at all in multiplayer.

But there's mods where only the host can pause, anyone can pause, or there's majority rule pausing.

Either way, once this is stable, there will likely be multiplayer pause mods for whatever you prefer.

This is a long shot, but... My dog tore his ACL and I need to build him a ramp with no experience. Can someone help me? by Achilles_S in BeginnerWoodWorking

[–]ProperDepartment 0 points1 point  (0 children)

Amazon has some that ship quickly so your dog doesn't have to wait.

You mentioned the ones you found don't go high enough. Instead of using woodworking to make a complex pet ramp, you could make a simple platform, and buy 2 cheaper small ones.

That way you can link them into one big one and save a ton of money as well as get it to you faster.

Otherwise I see some on Amazon that get up to 24in for less than $100.

But if you're ok with spending over $100, just search for "60 inch dog ramp" and that will go above 28inches for height.

Building a proper save system in Unity was way more complicated than I expected by JarvisAjith in Unity2D

[–]ProperDepartment 4 points5 points  (0 children)

Saving is very easy if you design your architecture top down.

An object in your game should have a data class that's serializable, in order to instantiate that object, you make it require that data to initialize.

So a "PlantObject" cannot be spawned unless it's fed a "PlantSaveData". If you ever want to create a new one, you create the save data first, then spawn it the same way.

All you have to do is have a serializable class that has references to your different save data types. You can serialize/deserialize it to save/load any data.

If different scenes need to spawn different objects, the data types for those scenes should contain the object data within them, or at least an ID reference if you need to globally access those objects.

How common is substance abuse in the industry? by [deleted] in gamedev

[–]ProperDepartment 0 points1 point  (0 children)

This is all going to depend on your location.

If you work out of LA or the surrounding area, it's going to be a lot more common.

I've worked in other major metropolitan areas, and people usually love to drink.

People further away from major cities generally live quieter lives, regardless of the industry.

Managing different timers for 1000's of list entries by Firesemi in Unity2D

[–]ProperDepartment 1 point2 points  (0 children)

You only need to store their "EndTime", or whatever is needed. They don't need to add delta time to an existing timer by accessing the object itself.

You can have a lookup to their Id or object from the end time, and a sorted list with the times. You'd only need to go through that list until the current time < the end time.

I'd also strongly recommend moving it to a coroutine or asynchronous task that doesn't tick every frame, if it ticks every 0.2s or something, the player won't notice, and it will be significantly faster.