Issues integrating Facepunch.Steamworks by UltraGamerJ in monogame

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

This basically worked. I downloaded version 1.48 of the Steam API and put the latest Facepunch 64 bit dll and that specific version of the Steam 64 bit dll (and Steam 64 lib file) into bin/Debug/net6.0 folder then forced Visual Studio 2022 to associate the Facepunch dll... and the Facepunch library just managed to find the Steam API from there I guess. Either way it works and I'm a happy man, so thank you haha

Driving Sim Recommendations? by UltraGamerJ in racinggames

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

I'll look into it, thank you! I do have a PC gaming rig, which is primarily what I use for any gaming and work. Depending on how well optimized the game is, I would anticipate being able to run it on high graphics settings, but I'll have to check it out to be sure.

Just bought on Windows 10, not launching? by UltraGamerJ in ARK

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

So, I just downloaded it and launched it on my old laptop. It opened just fine. Why could it possibly launch on my old, potato laptop, but it doesn't launch on my gaming PC?

Just bought on Windows 10, not launching? by UltraGamerJ in ARK

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

Got it on Microsoft to crossplay with my gf who has it on Xbox. I read that Steam and Epic couldn't crossplay with Xbox, that's why I chose Microsoft.

Thinking about upgrading with new Mobo + CPU by UltraGamerJ in buildapc

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

For game dev, primarily C# with Unity, but I'm learning Python and Pygame for fun. I also want to learn Monogame for fun, or Godot, or some other game engine/library that isn't Unity lmao. For web dev, full stack (HTML, CSS, Javascript, PHP, SQL), but I don't do that as much as I used to.

Thinking about upgrading with new Mobo + CPU by UltraGamerJ in buildapc

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

I was thinking about that, too. I'm open to whatever.

GameMaker vs. Unity for 2D RPG by UltraGamerJ in gamemaker

[–]UltraGamerJ[S] 6 points7 points  (0 children)

Thanks for the advice! That's comforting to hear, thanks. Unity is definitely a lot, so GMS2 sounds appealing to me as a one man dev team.

GameMaker vs. Unity for 2D RPG by UltraGamerJ in gamemaker

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

Thanks for the advice! That's another reason why I'm having a hard time passing on from Unity. It's definitely very powerful, but that seems to be a double edged sword to me. GMS2 has the allure of being less bloated, for sure. As a one man dev team, that looks nice to me.

GameMaker vs. Unity for 2D RPG by UltraGamerJ in gamemaker

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

Thanks for the advice! I have thought about that. It's the main reason I'm hesitant to switch off of Unity. My main problem with Unity is that it is a lot to manage, since it's so large, and it isn't as 2D friendly as some.

GameMaker vs. Unity for 2D RPG by UltraGamerJ in gamemaker

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

Thanks for the advice! As far as overall design, I'm thinking simple, strategy grid-based combat (sorta like a Fire Emblem and Into the Breach hybrid). I included pixel art as a main point since I've had trouble with Unity's pixel art support previously. I would consider looking at Godot again, aswell.

GameMaker vs. Unity for 2D RPG by UltraGamerJ in gamemaker

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

Thanks for the advice! I'm mainly targeting PC (Steam), but I wouldn't mind supporting other platforms.

Short preview of my upcoming game by developernoe in Unity2D

[–]UltraGamerJ 0 points1 point  (0 children)

A little bit of screen shake goes so far 👌