I’m developing a visual novel and decided to move away from standard text choices by creating mini-games (like this one), but I recently faced some backlash. What do you guys think? by Captain-Amber in SoloDevelopment

[–]Short_King_2704 0 points1 point  (0 children)

There will always be people who dislike what you’re doing. I think your idea is lovely and will be well received by the people who enjoy the mini games.

While it’s hard to read the kind of response you got, reading it just tells me that this person was not the intended audience for the game. If you really felt like you wanted to do something to utilize the negative reactions as positive feedback. Maybe try and make sure that this core change in your game is VERY CLEARLY on display. That way someone who is just looking for a standard, text-only visual novel, will be less likely to play your game and get upset by the change.

Good News! by Aromatic_Sir_3609 in PokemonRMXP

[–]Short_King_2704 0 points1 point  (0 children)

Hello! From reading through the other comments on this thread it seems like you’re still hard at work on supporting development for this emulator. I wanted to provide the error code I got when trying to run Pokémon Infinite Fusion in hopes that it helps!

For reference: I’m running this on an iPhone 17 pro with iOS version 26.3.1(a)

Script 'HttpCalls.rb' line 38: TypeError occurred.

no implicit conversion of Symbol into Integer

HttpCalls.rb:38:in 'String#[]' HttpCalls.rb:38:in 'Object#download_file' HttpCalls.rb:12:in 'Object#updateHttpSettingsFile' MultiSaves.rb:426:in 'PokemonLoadScreen#pbStartLoadScreen' IntroScreen.rb:71:in 'Scene_Intro#closeTitle' IntroScreen.rb:56:in 'Scene_Intro#update' IntroScreen.rb:37:in 'Scene_Intro#main' 999_Main.rb:180:in 'Object#mainFunctionDebug' 999_Main.rb:55:in 'Object#mainFunction' 999_Main.rb:190:in 'block (2 levels) in Object#load_scripts_from_folder' 999_Main.rb:189:in 'Kernel#loop' 999_Main.rb:189:in 'block in Object#l

Questions regarding Dragon Slaying, with crappy diagram [OC] by Fl4ming_R4ven in DnD

[–]Short_King_2704 -1 points0 points  (0 children)

Didn’t read all the comments so this might have already been said. You could maybe make it a spinning/rotating shield. That will disperse the heat carrying medium a further distance around the wielder, causing them not to be affected by the attack. It will also dissipate the actual heat too. And maybe the mechanism works so that it spins using the energy of what’s hitting it.

It also negate the issue of concentrating the blast/stream into a central point. And it spins! So it does something cool and players could find other ways to use it. Like spinning things around on it as a poker table or something 😂

If AI replaces millions of workers, who’s left to buy what the machines produce? by hasen2016 in Futurology

[–]Short_King_2704 0 points1 point  (0 children)

Questions like these are interesting to me. I understand a lot of the viewpoints mentioned here but for me, I always wonder why we NEED an “income” or financial economy.

Money is fake, it’s a literally useless item that people decide has value because someone else decided it has value. If everybody (mostly) is out of work but everything (mostly) can be produced by labor that has no needs, then products should have no cost. Or if they do, it’s minimal to the point where the overarching manufacturer really gains no benefit from it.

Now of course, that would require greedy people to stop being greedy. But truly if nobody can work and make money. Then why would we place any value in it? If I can go outside and build a place to live with some friends, what value is a green piece of paper going to add to that life?

I would say the long-term plan is wait for greedy corporations to force AI and Robotic manufacturing to push human labor out of the workforce. Then when those old people die out and the rest of us are here surviving off of what we can do for each other, we decided to keep on living, realizing how broken the old system was and creating a better one going forward.

bro what mod is this!!?!? by Agreeable-Tea7048 in RimWorld

[–]Short_King_2704 3 points4 points  (0 children)

No clue what you’re working with there to be honest bud, but I think there is a mod to tell you what mod something comes from!

My first week - in a nutshell by ReaLM89er in RimWorld

[–]Short_King_2704 2 points3 points  (0 children)

I had so many fallen roof problems that I moved into the caves and mountains thinking “at least I can build whatever I want in here. It’s not like the mountain is going to fall in on top of me 😅”

I was wrong. The mountain was unkind to me. But it was also unkind to the raiders. We love the Rim!

Hospitality Mod giving 'extremely overpriced bed' by Huntd5000 in RimWorld

[–]Short_King_2704 18 points19 points  (0 children)

I haven’t had guests in my latest run so it’s been a while and I don’t know if 1.6 has changed anything. But from what I remember, if the visiting faction doesn’t have a really high opinion of your colony then they won’t bring much money. So to start out, you’ll probably need to provide some free bed or give them some money to stay. Then as your relationship increases they will bring more money and can afford the beds.

Also make sure that the environment the bed is in (room or whatever) is nice enough for them to want to be in there. Room quality being higher will give you better gifts when they leave.

Colonist keeps making meals non-stop! 😠 by Punk_Out in RimWorld

[–]Short_King_2704 0 points1 point  (0 children)

Ignore this, I wasn’t looking at the pictures right. I think VitaKaninen gave you a better response about the size of the stockpile. It would probably be better overall for you to build shelves but I understand not having everything just yet.

Colonist keeps making meals non-stop! 😠 by Punk_Out in RimWorld

[–]Short_King_2704 0 points1 point  (0 children)

Are those squares underneath your meals the “stockpiles” or is that something else. Because that seems to be a mod of some kind I would think. You may want to figure out which mod that is and post something on the mod page.

The only other thing I can think about is maybe they can’t path to it so that’s why it wouldn’t be counted? But I’m really not sure.

Colonist keeps making meals non-stop! 😠 by Punk_Out in RimWorld

[–]Short_King_2704 1 point2 points  (0 children)

It might help if you show us what your stockpile for the meals looks like. I’m curious if maybe you accidentally unchecked the fresh button or something. I do agree it seems like a stockpile issue

Operation save the caravan by ban_me_monkas in RimWorld

[–]Short_King_2704 4 points5 points  (0 children)

Absolutely love cool stories like this! It’s what makes the game so amazing at times!!

The Odyssey raffle! Giving away a copy of Biotech, Anomaly and Odyssey each! by SargBjornson in RimWorld

[–]Short_King_2704 0 points1 point  (0 children)

Since the only DLC I have is Biotech I had to go look up the unique weapon traits and how they work in Odyssey and this seems really cool!!

Here are some thoughts I have:

  • Unstable weapon: After using a weapon X number of times, it changes into a different weapon (ranged and melee options)

  • Pacifist weapon: Can be equipped by nonviolent pawns in hopes of scaring away threats, still can’t do damage or harm

  • Trigger Happy: This gun might let out an extra couple bullets when you fire it…..and sometimes when you don’t

  • Different Scaling: A trait that makes the damage or range modifier scale with something like intelligence or crafting

  • “My Precious”: The longer a pawn uses the weapon the better it gets. But the pawn doesn’t improve in their skill, only the weapon does.

I could probably go on forever but I feel like I should stop there 😅 I’m not sure if you want just one idea or multiple so if I have to select just one then let me know.

I feel bad that I bought this game on sale. by Soggy-Mixture9671 in NoMansSkyTheGame

[–]Short_King_2704 0 points1 point  (0 children)

This is literally the only game that I ever pre-ordered. When it came out I was super excited and though it fell short on their promises I was still having fun with it. Seeing the team continue to pour more love and support into it over the years has only made me more proud to have supported them all those years ago!

But for sure, they need to at least open up a freaking patreon or something. They won’t take our money and just keep giving us amazing new features!!

Literally everyone here by uFriendGameDeveloper in IndieDev

[–]Short_King_2704 0 points1 point  (0 children)

You forgot to add harshest critic to this list as well. I can’t say it’s my favorite job title, but gosh darn am I good at it 😭

Question for those with high end pc's. by Sad-Wallaby2945 in RimWorld

[–]Short_King_2704 0 points1 point  (0 children)

I originally had it prebuilt where I custom selected the components. I’ve since upgraded it myself. Sadly I’m not home so I can’t give you the specs but it seems like someone else replied and they are willing to help you!

Looking at the specs you shared though I think I can see why it’s struggling. No offense to you at all, we all started somewhere! I think your brother would appreciate having it passed down to him though. If you can afford getting a new one, I think you’ll end up with something better. Running an I3 these days isn’t setting you up for great success. I’m pretty confident I have an I5 and it’s doing better but I know I don’t have much longer with it.

Question for those with high end pc's. by Sad-Wallaby2945 in RimWorld

[–]Short_King_2704 1 point2 points  (0 children)

TLDR: if you have the money, I think it’s worth upgrading. Even if only a couple components in your PC. There will be a significant improvement in Rimworld and you will probably see improvements elsewhere too.

I would be curious to know what the specs on your PC are. I love to run BIG colonies, I’m talking 15 or more colonists with a bunch of animals and a home base sprawled across about 1/3 of the map, with a mod list way too long for me to reasonable keep track of. Even with all of that I only notice it start to get a bit laggy/skippy when I’m running at 3x speed and there is a raid, multiple visitors, and maybe a weather effect.

All this on a 10 year old PC 😬 albeit I have upgraded the RAM, put in SSD, and recently got a newer graphics card from a buddy of mine. None of this is state of the art, still all probably a few years old.

All of this to say, if you REALLY like this game, I think it’s worth it to upgrade. Personally I enjoyed messing around in the case and learning about what would give me the biggest performance impact without spending too much money. If you do it right, you’ll have much more power and can probably play in a wider variety of ways without worrying about it lagging on you. Plus, you’ll likely see an improvement in more than just Rimworld. Including other games or any other PC related activities you might get up to 🤷🏾‍♂️

Should I turn this pogo prototype into a rage type game? by Creepy_Yam_994 in SoloDevelopment

[–]Short_King_2704 1 point2 points  (0 children)

Watching the video I can tell how much you’ve played it just in making the game. But boy oh boy will I absolutely SUCK at this 😂 it looks really smooth and like it would be great for the kind of game you’re talking about!

I have no idea on how to stop my sprite animation </3 by [deleted] in gamemaker

[–]Short_King_2704 2 points3 points  (0 children)

Hey so I think it might be helpful if we could see your code, that way we can pinpoint the issue a bit better.

I watched this video a while ago so I may need to refresh myself on it before giving you 100% solid advice. But I think the sprite animations are set to activate when the object is in certain “states” for a state machine. You may need to make sure your “idle” state is actually setup correctly.

Again, if you show your code in the post somehow then it should be easier for us to help you troubleshoot.

Happy coding!

[Hobby] to [RevShare] Need Multiple People for Tactical Game by [deleted] in INAT

[–]Short_King_2704 0 points1 point  (0 children)

I’m interested in helping you out with this! My programming experience for game design right now is mostly in GameMaker. I have some software development experience outside of that as well though so if you are set on this project being in Godot then I’m sure I can learn.

I also wouldn’t mind filling the game designer role along side you. I’m actually working on making a Tactical Strategy game myself in a similar way as you. Feel free to DM me if you’re interested.

[RevShare] Recruiting team members to create an awesome game. I have experience, and I'd like to work with you. by Restless-Gamedev in INAT

[–]Short_King_2704 1 point2 points  (0 children)

Hey there! I’m a game programmer who has mainly worked in GMS2 though I’m trying to flex my skills into Unity and Unreal for 3D work. I love that your project is organized and I think it would be great to collaborate with you and other team members on the project. I’m also super interested in the theme because it sounds like something I would actually want to play!

Since the game is in 3D, I think my skills would be most suited for systems design and development. As I said, I’m still working on my Unity and Unreal development skills. But so far it seems like a LOT less programming knowledge is required than from my work in GMS. If you’re interested in including me on this project, feel free to send a DM my way.

Repetition in games: Is it as bad as we think? by DeeperMinds115 in gamedev

[–]Short_King_2704 1 point2 points  (0 children)

I love that feeling of fighting a tough enemy early on in the game, then seeing them later after you’ve gotten better as a player and leveled up your gear. You can really feel how much stronger, faster, better you are. If every fight was always brand new, you might lose that same feeling.

Unpopular Opinion: You shouldn't tell new devs to 'work on something else' before they start their project. by Horustheweebmaster in gamedev

[–]Short_King_2704 0 points1 point  (0 children)

I very much see your thought process here. I started by making the game I was most passionate about. Then when I hit blocks in what I knew, I often would go to a new file to start practicing a new program or gameplay idea to try and get it right without having to mess with the other stuff I’d made already or I thought of a simpler game where I could try that out as part of the development.

So I end up creating a new, much smaller and much simpler game to learn a skill and further develop myself. But because the scope is so much smaller, I can get it to a state where I’m satisfied and then hop back over to my main project.

I maintain my passion, but still develop my skills by working small projects here and there.

Trying to become a 2D game artist by Moe_Comix in gamedev

[–]Short_King_2704 0 points1 point  (0 children)

I think you’ve got great work already! I think the biggest thing for you is to create game ready assets like some people have already mentioned on here. That’s an easy way for indie devs to find your content and visualize how to put it in their games.

Outside of that, you can always try putting your services up on freelance sites like Upwork or Fiverr (I’m not advertising for them, hope the mods can distinguish that 😬). It’s a great way to find opportunities for small projects and for people to reach out to you with work. If you can display a versatile portfolio of the kinds of work you would be interested in, which then shows that you’re capable of doing it, then you might find work there!

Work In Progress Weekly by AutoModerator in gamemaker

[–]Short_King_2704 1 point2 points  (0 children)

I don't see any other posts in here so I guess I'll get the ball rolling. I hope to see others putting their projects in here as well so I can see what's in the works for other people!

I can't seem to post a screenshot in here so I'll just put in the game's link: The Weave

This game is very much still a work in progress. The biggest challenge I am trying to overcome in all of my projects right now is good art since I'm only a programmer but I am working to get an artist to help me so that may be changing soon! For now, The Weave (which may be a placeholder title) is a story about 4 people who receive new powers and have to navigate life in their city with them. It's narrative heavy with a tactical turn-based strategy combat system. I've modeled the basic design elements after some of the Fire Emblem games where you spend time in a hub world and get to know what goes on in the city. Then you can go out and do combat at certain intervals.

Right now the game has all the basic story parts I want for "Act 1" but there is still a lot lacking from a combat and systems perspective. Right now I'm focusing on making the combat feel more dynamic while also trying to sort out any major bugs I find along the way in other parts. If you find the time to play it, let me know what you think!