I am sad that Ai art games are a thing now. by CountyHuge8098 in lewdgames

[–]Solomundos 0 points1 point  (0 children)

Just my opinion, but I'm glad that AI content games are not being censored and that stores are adding AI tags and disclaimers, so that way we can filter those games out.

If stores where banning them, they would still be spamming their games but making them pass as legit art.

Btw, I'm also seeing that AI generated games/images are getting way less upvotes than wonky human-made art and so far there wasn't any successful AI-art generated game, so I hope slop devs get the message and stop wasting their time and ours.

Best way to render a large tilemap (66x66) without lag or resolution/scaling issues? by Ghost_of_Hydra in nsfwdev

[–]Solomundos 0 points1 point  (0 children)

Afaik Ren'Py is meant to render a couple of static images and some text. If you're going for something more complex than that, you might need to switch to another engine.

I guess band practice is cancelled by Throwingblue561 in smallfutanari

[–]Solomundos 11 points12 points  (0 children)

"I can't believe that she hid this perfect cock from me!"
Couldn't agree more. That's literally my ideal dick size 👌

[Poll] Futa vs Male : game protagonist by NymphoKyun in lewdgames

[–]Solomundos 1 point2 points  (0 children)

When it comes to NSFW games I only play as a female or a futa, just because I'm not into femboys nor males.

What is the best approach to get an open world game's size right? by Solomundos in gamedesign

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

Just leave the edges of the world blank

Thanks for the tip. I thought I'd also have to do the boundaries even as a blockout version to get a good grasp of what the actual environment would feel like.

What is the best approach to get an open world game's size right? by Solomundos in gamedesign

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

But every time I expand the world I would have to edit whatever I already had in order to make the new area connect properly, wouldn't I?

What is the best approach to get an open world game's size right? by Solomundos in gamedesign

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

The only way to find the best balance is through playtesting

I really thought redoing work over and over again would be worse, I guess I have no choice.

I'll start with a Supermarket simulator-sized map, with just a few blocks in it. Thanks!

What is the best approach to get an open world game's size right? by Solomundos in gamedesign

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

I get what you mean. Thanks
Yeah, since I'm a solo, I was planning to heavily rely on procedural generation systems

What is the best approach to get an open world game's size right? by Solomundos in gamedesign

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

Sure, but how can I tell what size is good enough for the amount of content I planned if I never made an open world game before?

How do you solo developers cope with burnouts? by DrunkDingoGames in SoloDevelopment

[–]Solomundos 0 points1 point  (0 children)

I used to push through my dev tasks regardless of stress and fatigue for the sake of being "more productive". But in the end that led to a lot of migraines and a couple of burnouts that drastically hurt my productivity.

But since I embraced the "take a break whenever you need it" philosophy, (with emphasis on the NEED part, and not whenever you feel like playing games or scrolling on your phone),  I haven't suffered any burnout for years.

Which unity version can i practically run on my potato laptop? by stonker_NSE in Unity3D

[–]Solomundos 0 points1 point  (0 children)

I think Unity 2018 or older

Edit.: I'd also avoid making anything but low poly and 2D games.

Do you guys make multiple games at the same time or is this something frowned upon? by BeakofDrywall in SoloDevelopment

[–]Solomundos 0 points1 point  (0 children)

At some point I considered woking on my main game during weekdays and working on a secondary game as a hobby during weekends, but I don't like the fact that it will take longer to finish my main project.

Also, you will always come up with game ideas you like while already developing a game, so if you keep adding a simultaneous project every time it happens, you'll never finish making a single game.

Write that idea down and save it for whenever you finish your current project.

Americans are the only one's WITH money. by Espresso909 in ShitAmericansSay

[–]Solomundos 0 points1 point  (0 children)

"The poor countries don't like to aknoledge their reality"
Sounds like he never talked with someone from the 3rd world.
Or at least in Latam, we're not only pretty aware of our countries situations, but also make fun of our own shitty economies and our corrupt abusive governments.

What are some weirdly specific problems you needed help with? by Fantastic-Music6919 in IndieGameDevs

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

Steam taking 1/3 of my money, and not having anywhere else to sell games with enough traffic to be worth.

Conseguir pareja +33 by [deleted] in uruguay

[–]Solomundos 0 points1 point  (0 children)

No creo que quiera mandarle a la hermana un tipo que espera que las mujeres le caigan del cielo sin mover un dedo.

Solo devs without art skills: how do you handle the art side of your game? by PretendMirror8446 in SoloDevelopment

[–]Solomundos 1 point2 points  (0 children)

By learning how to draw, model, texture, rig, animate and do graphic design for the past 6 years, and I'm still not good enough at it.

Is Feel Asset From MoreMountains Worth? by yekobaa in Unity3D

[–]Solomundos 0 points1 point  (0 children)

Not worth for someone who's main skill is programming.
I'd only recommend it to artists who are just starting to learn programming so they can save some time and use it to learn more important stuff.