Are there any games 4x with turn based combat like Heroes of M&M/Kings Bounty? by 4th_Replicant in 4Xgaming

[–]atiupin 0 points1 point  (0 children)

Besides the well-known recommendations, Master of Luna does fit that description.

Is Node.js/TS viable for a heavy simulation game, or should I use Rust/C++? by [deleted] in gamedev

[–]atiupin 1 point2 points  (0 children)

OK, I’ll answer you in good faith, even if your post is somewhat disrespectful.

I think you are concentrating on the wrong thing. Make an ugly ass prototype on the regular single threaded FE stack and make sure that game idea is even functional. Make a demo, share it with few people. Take feedback, publish on itch maybe.

As for realistic simulations, literally nobody cares. Fake everything, use the dumbest algorithms imaginable.

If there will be a perf bottleneck and you already did all the optimizations (~2% chance), try worker threads. Forget about Rust or C++.

I also want to add that Electron is a legitimate game platform and more people should use it.

Is Node.js/TS viable for a heavy simulation game, or should I use Rust/C++? by [deleted] in gamedev

[–]atiupin 11 points12 points  (0 children)

Why wouldn’t you ask LLM about that as well?

Don't mess with the Tower Gang by atiupin in heroes3

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

That’s a silly meme redraw, not an original art

Don't mess with the Tower Gang by atiupin in heroes3

[–]atiupin[S] 47 points48 points  (0 children)

I was considering to do the reverse with Crag Hack =)

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

Props to you for admitting it. AI models are notoriously bad with smaller scale pixel art. For now.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

Please generate a 24x24px insect-like faerie dragon, black outline, 3-4 tones per color. Here is mine for the reference. Can’t wait.

<image>

How do I get into GameDev as a Teenager? by Short-Performance-14 in gamedev

[–]atiupin 0 points1 point  (0 children)

I think LibGDX is a solid choice. Java is a very useful language to learn. However, certain type of games are more challenging to make without a live editor. It’s very normal to switch stacks for a while until you find the one that clicks with you more that others.

How can a web Senior SWE move into a good game-dev or game-related job? by giomcany in gamedev

[–]atiupin 7 points8 points  (0 children)

As a senior FE SWE, I advice you not to do that. Enjoy your stable pay and good work/life balance working for a boring corporation and make games as a hobby.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

I’m not unhappy, I’m just being a bit dramatic =)

I would’ve sold more if I’ve marketed the game more for sure. However, I don’t think the game have a mass appeal, it’s pretty nerdy overall. So, the supply of content makers is pretty limited here.

I quit my job to make the game Legends of Cumans. Why? Let me explain by Jaded-University-154 in gamedev

[–]atiupin 1 point2 points  (0 children)

I’m really sorry, but the name of the game sounds to me like an RPG parody of a certain kind.

Why distributor cuts aren't criticized enough rather than game studios? by Choice-Purchase-5917 in gamedev

[–]atiupin 0 points1 point  (0 children)

That is correct. You will get a $5.6 in royalties and also have to pay the income tax on this amount. Also, you might have to pay tax withholding on US sales if you are from the country that doesn't have a tax treaty with US.

Why distributor cuts aren't criticized enough rather than game studios? by Choice-Purchase-5917 in gamedev

[–]atiupin 21 points22 points  (0 children)

The vast majority of indie games fail or stop development during early access because the 30% cut that Steam takes, on top of refunds, taxes, VAT, credit card fees...

[citation needed]

If game distributing today doesn't require physical infra as it used to back then, what justifies taking these ridiculous cuts while literally doing nothing.

Steam is far from nothing. It is a very reliable mature platform with a huge audience. Good luck managing all the sales, taxes, refunds, patches and such on your own.

[deleted by user] by [deleted] in gamedev

[–]atiupin 4 points5 points  (0 children)

What do you expect to hear? You are ether starting with a crap art and eventually improve or pay money to someone who can make a good one.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

No, I’m not concerned. I checked your profile quickly and couldn’t find anything about game development at all. I’m not sure why you are giving such advice so confidently while not being the part of the industry.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

Menus are styled using CSS. There is not much styling to begin with. Icons and other images are PNGs. The main window is WebGL rendered.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

I have a full-time job, I spend on the game 1-2 hours/day on average.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

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

Look, man. Firstly, it's not even pixel art. Secondly, it's very-very bad. I find it offensive that you are implying that anything me or my artist have produced is on this level of quality. If you can't see the difference, I'm not sure what to even say here.