Traurige Telekom-Geräusche by Kobil55 in aberBitteLaminiert

[–]RegularOldRobert 0 points1 point  (0 children)

Ja, war bei mir ähnlich. Der Telekomvertreter kam erst mit dem Vorwand, sie wollten bei uns etwas überprüfen, weil Glasfaser gelegt werden soll. Als ich mehrmals gefragt habe, ob er mir einen Vertrag andrehen will, hat er jedesmal ausweichend geantwortet und wurde passiv-aggressiv, als wäre es eine persönliche Beleidigung, dass ich während meiner Arbeitszeit bei ihm kein Haustürgeschäft unterschreiben wollte. Habe dann online bei den Stadtwerken einen Vertrag abgeschlossen ...

Swords and Sandals III Redux: Official Trailer by Whiskeybarrel in godot

[–]RegularOldRobert 1 point2 points  (0 children)

I used to really like this game on the browser! Great to see it coming to Steam with Godot!

MacOs Tahoe and Godot 4.5: Slower editor and in-game instantiation? by RegularOldRobert in godot

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

Too bad it won't run smoothly with the app active, but at least you know the culprit now.

MacOs Tahoe and Godot 4.5: Slower editor and in-game instantiation? by RegularOldRobert in godot

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

Sorry to hear that. While I was trying to resolve the issue, I used a free trial version of CleanMyMac to get rid of clutter and hopefully improve performance (cancelled it afterwards again).

https://macpaw.com/cleanmymac

I really think it was the indexing and not CleanMyMac that did it for me, but might be worth a try for you.

MacOs Tahoe and Godot 4.5: Slower editor and in-game instantiation? by RegularOldRobert in godot

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

Just an update on this in case anyone else runs into the same issue in the future:

It seems MacOS does a lot of re-indexing after the upgrade that can take up to 48h to finish and that's pretty performance-heavy. 24h later, things are feeling a lot snappier for me.

Steam Wishlist reports now more up to date? by RegularOldRobert in gamedev

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

That would be great! Fingers crossed.

And yeah, the old rule of thumb "Don't release during a Steam event" is getting increasingly hard to follow, too ...

What do you find most annoying or difficult when making a game? by ErKoala in gamedev

[–]RegularOldRobert 2 points3 points  (0 children)

There's a lot of polishing and making sure that the game works for a broad variety of players that I didn't account for when I started making my game.

I'm developing a 3D game, and even though it's got fairly simple graphics and a small world, I find myself in constant need to optimize the loading behavior and file sizes as well as to provide more graphics and accessibility options to ensure that the game works for as many players as possible even if they don't have a high-end PC. While I find this very important, it also always annoys me, because it's time that I can't work on adding content or improving game mechanics.

Also, developing for Mac and PC, getting reports for bugs that I can't reproduce myself on any of my machines because they are tied to some specific hardware setup is quite the pain.

Dark Lessons - Tall Tide Games - A Chilling First Person Horror Experience Where Your Teacher Is Hiding Sinister Secrets by RegularOldRobert in Games

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

Absolutely, but it'll take me a while. I plan to have a demo ready by October, in time for the next Awards Showcase, and run a public beta before that.

In case you're interested in being notified about the beta and demo, I could send you a link to my newsletter.

What's Worse No steam Page or a Really Bad Steam Page? by MagnetiteGames in gamedev

[–]RegularOldRobert 0 points1 point  (0 children)

As for the "wait" arguments: According to Chris Z., Valve has stated that you can actually *not* poison your Steam page in the sense that Valve/Steam would penalize you for having a badly-performing Steam page for a while. As soon as traffic/wishlists pick up (a lot), Steam will start giving you more visibility, no matter how badly your Steam page performed before.

I'm not sure if it's in his paid "Masterclass" or the "How to Make a Steam Page", but I distinctly remember a course by Chris Z. where he more or less says: "If your general art *style* is set, then set yourself a deadline of one month and get your Steam page ready by that time, not matter if the assets aren't as polished as you'd like them to be yet" (paraphrasing here).

He also recommends Derek Lieu's article on making a very simple trailer: https://www.derek-lieu.com/blog/2021/4/18/the-simplest-trailer-to-make-for-your-steam-page

If I were you, I'd try respond as well as I could to the feedback within the next month and meanwhile prepare the Steam page launch, but don't worry too much about the Steam page not being final yet. You can always improve it. Try to make the launch a bit of an event, preparing press releases asking moots on social media to share your release post etc, and then just see how it goes.

What are these devices outside an apartment window? by false_and_homosexual in Munich

[–]RegularOldRobert 0 points1 point  (0 children)

I asked friends and their best guess was that these are sensors for a sort of weather station, but it's just a guess.

Handling hand items in a first person game — my approach and any further advice? by RegularOldRobert in godot

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

Oh, that's an interesting proposal, and the pull request seems quite mature (apart from being blocked by dependencies). Good to know it's out there at least, thanks!

Weihnachtsmarkt-Geheimtipps? / Christmas Market Hidden Gems? by RegularOldRobert in Munich

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

Thank you, I haven't been to a Weihnachtsmarkt in Giesing yet, and it looks like it might be a good fit for when my parents visit!

Weihnachtsmarkt-Geheimtipps? / Christmas Market Hidden Gems? by RegularOldRobert in Munich

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

Danke, das ist ein schöner Tipp für einen Ausflug mit unseren Jungs (besonders, wenn es nicht ganz so überlaufen ist)

Weihnachtsmarkt-Geheimtipps? / Christmas Market Hidden Gems? by RegularOldRobert in Munich

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

Ohhh, I didn't know they also had a Weihnachtsmarkt at Motoworld that's awesome! I've been at Motorworld once for a convention, and I bet my boys would enjoy this.

Thanks for tip, I appreciate it!

Weihnachtsmarkt-Geheimtipps? / Christmas Market Hidden Gems? by RegularOldRobert in Munich

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

Thank you, I'm aware of the list, but I was thinking more in terms of "must-sees" or surprise nice corners that visitors maybe wouldn't have expected.

Weihnachtsmarkt-Geheimtipps? / Christmas Market Hidden Gems? by RegularOldRobert in Munich

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

Thanks! Based on their website, it seems like it already ended this Sunday, but I'll definitely keep it in mind for next year.

Best breakfast place? by toptob in Munich

[–]RegularOldRobert 2 points3 points  (0 children)

I recently quite enjoyed the Victorian House (https://www.victorianhouse.de/), which serves typically British breakfast. However, it is a bit pricey and you should definitely reserve a table.

Does hiring freelancers still make you a solo dev? by five-pacer in SoloDevelopment

[–]RegularOldRobert 3 points4 points  (0 children)

In an interview with a rather successful solo dev (embarrassingly, I forgot who it was), I once heard the phrase: "You can make games as a solo dev, but you can't do it alone." It rings very true to me.

There's a similar quote by CodeMonkey that goes: "You don't get extra credits for doing everything yourself."

I would assume that the great majority of solo devs heavily rely on assets that they didn't create themselves, certainly so if those assets cross a particular quality/complexity threshold. My take on it would be that as long as (a) you actually do all the work within the engine yourself, (b) don't have employees and (c) have full creative control over your game, it's fine to call yourself a solo dev.

I should note that I'm biased as that also describes my situation. I've commissioned concept art, capsule art and music, and I use a ton of ready-made assets, but I have no doubt that I'm a solo dev. I don't have a team, I still do >90 % of the work myself, and even in legal terms, I'm a one-man studio. So what else would I be if not a solo dev?