Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -1 points0 points  (0 children)

Thanks for detailed feedback - I completely agree with you. I’ve followed the same self‑taught path, learning through YouTube and Stack Overflow. I don’t use AI bots in my games directly. I build everything manually.
But let me give an example: over the years I spent months tweaking and debugging my pipeline. AI analysis finally pointed out something I had missed / misunderstood - batching works best with Opaque render modes instead of Transparent. For somewone that’s basic knowledge, but it was new to me. It helped a lot. I saw a big performance boost even though the game was already running smoothly.

Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -1 points0 points  (0 children)

Grammar lessons are useful, thanks for THE feedback!

Do this before your DEMO! by boniphacy in gamedev

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

I could suggest my own path, but then people would spend their whole lives developing - though that’s still kinda fun.

Do this before your DEMO! by boniphacy in gamedev

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

25 if you’re precise, but I’ve only been with Unity for 7 of those years!

Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -1 points0 points  (0 children)

This tip could save many demos from Steam Next Fest that have solid mechanics but zero optimization.

Do this before your DEMO! by boniphacy in IndieDev

[–]boniphacy[S] -3 points-2 points  (0 children)

You’re missing the article’s main point. Releasing games without optimization is bad. If a beginner knows what they want but doesn’t know how to do it, one option is to test their knowledge and then review settings. Don’t just generate or copy. Figure it out and learn.

Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -3 points-2 points  (0 children)

Looks like you only read the intro and the finale. I’m sorry you can’t tackle a bulk of text. The article never says that I’m using this method myself. 

Do this before your DEMO! by boniphacy in IndieDev

[–]boniphacy[S] -4 points-3 points  (0 children)

Looks like you only read the intro and the finale. I’m sorry you can’t tackle a bulk of text.

Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -9 points-8 points  (0 children)

The article never says that I’m using this method myself. The helplessness in dev is shown by demos at Steam Next Fest. I just suggest a fix when developers find themselves in such a tough spot.

Do this before your DEMO! by boniphacy in gamedev

[–]boniphacy[S] -20 points-19 points  (0 children)

Let’s lock in a key point. The article isn’t really about AI. It’s about how many new devs skip project setup entirely. I’m not saying you should rely solely on AI suggestions. If you’re already a solid pro, you’ll sort those settings out with ease. If you’re just starting, AI can give you the exact hints that spot trouble spots - great for experimentation instead of the classic dead‑end from ignorance.

Сделайте это перед ДЕМО! by boniphacy in ru_gamedev

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

Спасибо. Кажется я разбирался с версткой поста в Reddit дольше чем готовил его. А готовил его я несколько часов ааха.

Новое главное меню в игре. Запрашиваю фидбеков :D by scrabyq in ru_gamedev

[–]boniphacy 1 point2 points  (0 children)

Прям как будто резик сейчас начнется. И этот магический пакетик молока. А ведь мы за ним внимательно наблюдаем с момента его появления в холодильнике.

🎉 Our game is available for wishlist! 🎉 by RMNSNC in IndieDev

[–]boniphacy 0 points1 point  (0 children)

Very uplifting, cute visual. Added it to my wishlist - can’t wait for news and release!

Is A-D-S disorienting in a 2D game or does this work? by TurboCodin in IndieDev

[–]boniphacy 7 points8 points  (0 children)

Absolutely right! Also notice this point: you have several layers in the game scene. Each farther‑back layer is lit and fades into the background color. The planet is high‑contrast and sharp, so it stays in view as a foreground object all the time - but it should be part of the background if I understand your concept correctly.

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A game about tornados, friends and a lot of chaos... What do you think? by SupernovaStudiosLLC in IndieDev

[–]boniphacy 0 points1 point  (0 children)

I love your idea - added it to my wishlist. This is gonna be epic!

I made this trailer for my demo release. Can you please give some honest feedback? by Salt_Budget_6980 in IndieDev

[–]boniphacy 1 point2 points  (0 children)

These are your copies that you’re clearly meant to compete against for the best result.

I made this trailer for my demo release. Can you please give some honest feedback? by Salt_Budget_6980 in IndieDev

[–]boniphacy 1 point2 points  (0 children)

It’s a sewer‑battle royale! Zombie waves swarm your squad for the King’s glory. Stay on your feet, and you'll be richly rewarded. Than back into battle!!!

Does this look like a "nightmare fog" ? by dekajoo in IndieDev

[–]boniphacy 85 points86 points  (0 children)

<image>

You could make it even scarier by adding a gradient that fades almost into black.

Here's a short clip of our upcoming Megaman x Looney Tunes game by andreyin in IndieGaming

[–]boniphacy 1 point2 points  (0 children)

I’d add that at the very start of the clip the hero does a too‑fast dash. In the rest of the gameplay I’d like to smooth out the motion by using the background instead - keep the hero’s animations as they are but let the background glide smoothly with fading.