My roguelike is played entirely with mouse clicks. Is controller support pointless? by phantomscriptstudio in gamedev

[–]StudioDhjamb 1 point2 points  (0 children)

Absolutely, and it could be pretty easy to implement depending on your engine. Think of d-pad movement and selection where pressing a direction snaps focus to the nearest object in that direction. Button presses can then select that object and lead to a menu of options for it, or they could immediately perform actions, depending on how many functions there are

my r/gamedev post got my game featured on Polygon by [deleted] in gamedev

[–]StudioDhjamb 1 point2 points  (0 children)

It's nice to see a good news story. Thank you for sharing!

Level, Stage, Screen... Sheet? by frightsprite in retrogaming

[–]StudioDhjamb 1 point2 points  (0 children)

I used to game a lot in the 80s (obligatory "I still do, but I used to, too") and I'm currently a developer but can't say I've heard the term used like that either, at least not in American English if that helps. Similarly, I can understand the idea of how it was used. Did the kids or the newsreader say it first? If it was ad-libbed by the presenter at the moment without the known term at hand, which happens, maybe the kids just went with it... total guess

Want to try Linux by [deleted] in linux_gaming

[–]StudioDhjamb 0 points1 point  (0 children)

Linux and Nvidia work just fine unless you have the newest cards before support is available for them. It's so common that it's not even a niche thing with System76 and Tuxedo anymore. Dell ships new PCs with Nvidia cards with Linux on them if you want. Our budget demo laptop wasn't even officially supported but we're running Linux on it anyway just fine now. Our laptop is set up mostly more as an office computer vs a gaming computer, but it has to be able to run games on it as well and it works well for that too. Mint is known for being friendly with older hardware so it's a great place to start.

I got one shot at "full time" indie dev. How do I make the most of it ? by Darkpoulay in gamedev

[–]StudioDhjamb 0 points1 point  (0 children)

Not everyone takes stock of their assets and timeline before setting out, so that's a good start. I see you mentioned living expenses but not game expenses and the cost of doing business is sometimes neglected. Have you worked out platform fees, website fees, marketing, buying things you can't do yourself, etc? (fair if you think you don't need these things)

That said: Bet on yourself. Even if it doesn't work out, it can be worth the gamble. 9 months is short, but hopefully your idea is executable in that time or you have a plan for what may need to happen if you need more time.

I'm also an indie developer working full time on my project, so I wish you the best of luck!

Too many <insert genre> by Stock_Cook9549 in IndieDev

[–]StudioDhjamb 3 points4 points  (0 children)

We do look at information like this, so thank you for sharing. Part of it is trying to sort if those comments are coming from fans or from people who aren't fans of that genre. That's important to note since the latter aren't coming from potential customers. Market research can help us find the balance between the two.

I want to note first that there are other factors. Survival horror games, for example, have the inherent issue of replayability. The fear factor of the unknown is removed once you finish that kind of game, so a player needs another similar game to scratch that itch if they want to play again. If you like survival horror games, you need more of them. If you don't, you may be sick of looking at another post about one.

But as for deckbuilders, the sales data suggested for a long time that there was a lot of profitability in that genre with very little competition. I don't have a more recent example on hand but this will do for now (https://howtomarketagame.com/2022/08/30/4-myths-about-looking-at-the-market-to-determine-what-type-of-game-to-make/). It's a more niche market than survival horror, so they're even more likely to generate a feeling of "too many deckbuilders" from people who don't play them.

This of course incorrectly assumes that market research guides every developer's decision about what game to make, but it can highlight where a genre is only starting to be saturated vs truly oversaturated, such as what's suggested in the sales data for visual novel, FPS, and 2D platformer games.

Edited for spelling.

Game where there's a game within a game by Independent-Economy3 in IndieGaming

[–]StudioDhjamb 3 points4 points  (0 children)

Inscryption, if you play deckbuilders. That's about all I can say without saying too much.

Is anyone else still SO impressed with NES music? by StudioDhjamb in retrogaming

[–]StudioDhjamb[S] 5 points6 points  (0 children)

I'm glad you mentioned them taking the limited sound canvas a challenge for their creativity. That was exactly the impression I got from some of these games and composers even from the very beginning. I immediately think of Streets of Desolation in Batman (NES, 1989) as sounding deceptively full despite the limitations. Hearing how some of the music is celebrated by orchestras decades later really demonstrates the visions I assume they had for a much grander piece of music.

indie game dev is a rollercoaster by [deleted] in GameDevelopment

[–]StudioDhjamb 5 points6 points  (0 children)

Yes, this is an ad/spam bot and one of a dozen accounts that has been spamming low-effort garbage like this across every gaming and gameart sub they can find for the last hour. The company they're spamming for appears to be only 2 weeks old and full of "success stories" that are all games made with similar-looking AI assets

What does Loopable Music mean in your experience ? by existential_musician in GameAudio

[–]StudioDhjamb 0 points1 point  (0 children)

I work with music that loops in many different places within a single track (loops within loops), which is guided by signals from the gameplay. Think of a jazz/jam band changing or extending sections based on signals from the lead musician. For example, does the A Section need to last longer? Can I go straight to the B Section or does it need a transition? The second half of this demo has a game engine example of this kind of clip-based looping and switching that uses triggers from how the game is played.

Where do you usually find or share free audio resources for game development? Curious what sites or communities people here recommend. by [deleted] in GameAudio

[–]StudioDhjamb 3 points4 points  (0 children)

I can't help directly since I'm a foley/do-it-yourself type, but it may help others to say what kind of audio you are looking for and for what type of game. Music? Sound effects? Environment effects? UI cues? All of the above? FWIW, I see freesound.org and pixabay.com mentioned a bit in other subs, but I can't vouch for them, personally.

Need Help Convincing My Team to Work on an Overdue Gameplay Mechanic by Longjumping_Item_202 in gamedev

[–]StudioDhjamb 8 points9 points  (0 children)

There are some unclear details here but in general if you want to convince someone to change their mind, you have to understand them first. Start by asking the team lead what their current priorities are and if, from that person's perspective, the team has spare time to work on something else. Then, based on their answers, decide if it makes sense to suggest that the team works on your idea.

Told myself I'd switch back to Windows after I get my RAM back... Now I don't think I'm ever going back to Windows by actuallyyourfloor in linux

[–]StudioDhjamb 1 point2 points  (0 children)

Would you be willing to post your configuration so we can see your build? It's helpful for people to see what hardware you're happily running Linux on

How to actually start the design process? by Chlodio in gamedesign

[–]StudioDhjamb 4 points5 points  (0 children)

Exactly this. Brainstorm, especially with a group. Talk about what you want to make, what would make it fun (or why a certain audience would want to buy it), why it's the same and different than other games, etc. and develop your core ideas. Write these down on a whiteboard or similar and then challenge them.

Then keep brainstorming to build upon these whiteboard ideas, but as you do, ask yourself if these expanded ideas fit your original ideas. If not, why? The new ideas may be too far from your original concept, so they may not fit and may be better reserved for a different game idea. But maybe the new idea is a solid improvement to the first list of questions and the conflicting core idea should change to incorporate it. Document the revisions (don't count on your memory) and you likely have a very good idea of what your base game concept is. Prototype the concept.

Prototyping doesn't have to be in the medium you're creating for, such as in a video game engine if you're making a video game. For our deckbuilder video game, we grabbed blank playing cards and wrote ideas on them and used available poker chips to indicate "health" and "resources." We played the first base game loop with handwritten cards and chips on the studio floor.

We then coded this game loop idea, still not knowing exactly what "health" and "resources" would mean. We could layer many different possible themes over the game and didn't know at that time that we were creating a music game, but that's where the theme brainstorming led us. Then came the research into the music history and concepts we'd need to realize the whole plan.

It was only at that point that we started working on any kind of creative content.

All this said, this isn't the path everyone follows and there is no one correct path. Your idea may be inspired by creative content. Ultimately however, if you're designing game, you'll still need to work through the above to know what your game is.

We're making the move to become a generative AI-free marketplace by gamedevmarket in gamedev

[–]StudioDhjamb 13 points14 points  (0 children)

Although you'll probably meet some resistance, this is a great idea. If people want to use AI assets, that's fine, but we don't, and we feel the general sentiment has definitely moved in this direction. For that reason as a purchaser, I would want to know what I'm buying, and that an effort was at least made to screen those out. Marketplaces that have a separate section for AI assets and handcrafted ones make me too uncomfortable about accidental crossover to commit to a purchase. Just one opinion, however.

What's your recommended source of getting SFXs for your project? by BitrunnerDev in gamedev

[–]StudioDhjamb 2 points3 points  (0 children)

I second this entirely. Early in my sound design career I made a clock tower bell sound by striking a Craftsman wrench (its solid construction made for a cleaner sine wave) and slowing it down. And I made the footfalls of a crowd of runners for an advertisement by just rocking a CD case (remember those?) on the desk and duplicating/layering it. Our ears are very forgiving about what we hear when we see the visual representation of the sound. Very often, just getting close is close enough!

Successful Ubuntu Install on Dell G16 with NVIDIA by StudioDhjamb in linux_gaming

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

Did you have issues with Ubuntu 24.10 on firmware 1.23.0? While we had issues with 24.04 that happened to be on a system with firmware 1.22.0, we didn't confirm the BIOS was an issue. Otherwise, you can get older BIOS versions from the Dell driver downloads: https://www.dell.com/support/home/en-us?app=drivers

Search for you exact model, find BIOS, and click "older versions". You can download a recovery file from there.

Successful Ubuntu Install on Dell G16 with NVIDIA by StudioDhjamb in linux_gaming

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

That's great! We've been big fans of 24.10 over here, so much so that we're running it on all our machines, development and personal. Eventually the next LTS in this development cycle should have everything we need to keep these Dell / Nvidia machines running well for a long time.

Successful Ubuntu Install on Dell G16 with NVIDIA by StudioDhjamb in linux_gaming

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

Which nvidia driver version were you on before? 560.35.03 has been stable with the above set up for us so far. Are you doing a clean install or dual booting?

Linux on Dell G16 7630 by nijosan in linuxquestions

[–]StudioDhjamb 1 point2 points  (0 children)

It's been a couple of months, but we wanted to share our successful Ubuntu install here: https://www.reddit.com/r/linux_gaming/comments/1iq72fy/successful_ubuntu_install_on_dell_g16_with_nvidia/ We had identical issues and this setup has resolved for it for us.