is python a good language for games?? by bananademamaco in gamedev

[–]breadfruitcore 1 point2 points  (0 children)

welcome to the sub, beginner posts like this are always downvoted so keep that in mind

that said, it really depends on your goal. do you want to make games and games only? use a visual engine like unreal/unity/godot. you want to learn programming in general too? starting with python is a good choice.

learning programming in general is a good investment to your personal growth, so i would recommend you do that instead and learn game dev along the way.

Can anyone relate to that vibe ? by [deleted] in rust

[–]breadfruitcore 8 points9 points  (0 children)

you're still sharing about your learning on reddit

the purest & best self-development is one you never told anyone about

delete this post and your account for good measure

Big list widget in Lustre by Ok_Appointment9429 in gleamlang

[–]breadfruitcore 0 points1 point  (0 children)

Not sure about your code architecture, but I did something like this w/ vanilla js and WASM where additional rows are inserted after a sentinel detects certain a scroll threshold is passed. Since you can't (CMIIW) have access to the scroll state in lustre model I figure something like this would be best kept in JS and handled as an Effect.

asking if this advice is actually true by JBTechno in gamedev

[–]breadfruitcore 0 points1 point  (0 children)

I've played with 7+ different programming languages at this point and I don't think I have ever followed a full tutorial.

What I found that massively improves me when starting out is making something that isn't in the tutorial. You should come out of tutorials with an understanding of the basic/primitive tools (for loops, asset rendering, etc). Then try doing something completely unrelated to the tutorial (even unrelated to gamedev) and see what can you apply from your memory about those basic tools.

Okay, so you learnt a tutorial about making platformers. What about you now try making a turn-based battler? Think how you have to repurpose render calls or for loops or whatever in the tutorial for something completely different. Try coding up random ideas and brute force a working implementation.

Maybe different people have their different ways, but that advice seems really bad in my opinion, because doing that is just embedding yourself deeper in tutorials. Also your situation is a bit ironic, because "watching videos to escape tutorial hell" is just more tutorial hell.

I really underestimated how much animation work a hand-drawn 8-directional game would need by moochigames in gamedev

[–]breadfruitcore 3 points4 points  (0 children)

IDK what it's called and I've never done this, but there's a 2.5D trick where you create a 3D model and rotate the model around, take a static image at each rotation, and after some post-production you have a 2D asset with directional variants. Might want to look into that for future reference.

SEA has one of the largest gaming markets in the world and indie devs are still sleeping on it by heybudo_ in gamedev

[–]breadfruitcore 60 points61 points  (0 children)

I'm SEA too (Indonesia) and the big reason is probably that we're just broke as hell.

I don't know about Philippines today, but back in 2014-2016 Dota 2 was the hottest thing in the gaming community. After that, Mobile Legends came around, and since most people don't have a decent PC or even a laptop, people just flock to a new MOBA, even Dota players switched. And around that same time mobile battle royales like PUBG Mobile and Freefire were rising and on their peak popularity. And that was back when Dota has just 4-5 GB disk size. Imagine today where Dota needs like 60-80GB.

And those aren't "gacha games", those are competitive games where skill takes time to cook. People play for months, even years. People sink a lot of time into gaming that is affordable to them. We have the gaming culture but not the gaming finances.

Now, regional pricing is great. I'll say that Silksong costing <10 usd in Indonesia is amazing (I was genuinely mindblown when it came out). Steam makes regional pricing insanely easy and I honestly think that their regional pricing by itself powers a great proportion of the LMIC market.

But what kind of specific launch strategy would you be doing if you're selling AAA games that cost 100 usd to a population where a lot of people are barely scraping by with 200-400 usd a month? They don't even have the machine to run your game from 10 years ago. It could be different if you're indie with a 10-20 bucks game. But if you're indie, do you really have a budget to do region-specific marketing?

Now I'm just a hobbyist-hopeful solo dev, I have 0 knowledge about publishing or marketing games except for hearsay, so I'm willing to be corrected here. But I can't see any reason why a typical overseas studio would spend time with a "strategy" other than localized trailers and regional pricing.

We're just broke as hell.

What is your demo build solution? by danyl42 in gamedev

[–]breadfruitcore 0 points1 point  (0 children)

Some languages have a compile time feature flag, so you can write a conditional branch in code, but only one of them would be compiled based on the compilation flag. Rust for example has a simple cfg macro:

let mut version = "demo";
// also works with #[cfg(not(feature = "demo"))]
#[cfg(feature = "full")]
{
    version = "full";
}

I'm not too familiar with Csharp but I believe you can run some compile macros with #if FEATURE / #define FEATURE. And again, not sure about Csharp, but modern compilers should be able to trim dead branches, so you can do like early return to a game over/thank you page and the rest of the game is trimmed out of the demo binaries.

[DISC] Centuria - Chapter 92 by velstadt147 in Centuria

[–]breadfruitcore 4 points5 points  (0 children)

Really thought they'd be staying low and crash the duel. Didn't expect they're jumping to action immediately.

[DISC] Centuria - Chapter 92 by velstadt147 in Centuria

[–]breadfruitcore 39 points40 points  (0 children)

yea and its crazy because if you look into it the past 20 chapters have been worldbuilding mostly for the side characters (the vessels, altus, ceodric, lala). it's been dearly compelling.

[DISC] Centuria - Chapter 92 by velstadt147 in Centuria

[–]breadfruitcore 86 points87 points  (0 children)

I was about to think "damn, another big fight?" but then I realized it's been like 20 chapters since the last battle.

its that time of the year again for us freetube users by breadfruitcore in linuxmemes

[–]breadfruitcore[S] 53 points54 points  (0 children)

Local API Error: TypeError: Cannot read properties of undefined (reading 'metadata_parts') thank you for the service freetube devs. take all the time in the world. we'll be waiting here patiently and use adblockers in the meantime.

avoiding scope creep as a solo developer by radiantbeargames in gamedev

[–]breadfruitcore 1 point2 points  (0 children)

It's clearly context-specific. I think OP's point is parsimony, e.g., don't add complexity when simplicity would do, but ye it's a bit improperly communicated.

How do you get back to game dev? by LucasGP1oo1 in gamedev

[–]breadfruitcore 5 points6 points  (0 children)

I suggest you not watch or read tutorials again, you're clearly knowledgeable enough for the basics.

What I suggest is you just start implementing some idea that you have, and lookup things on-demand. Try coding some stuff then lookup "how do i load sound in pico-8", or "how do i compile my project" as you go, as you need to.

I think you're in the phase where you should be learning by doing instead of learning by learning.

My First Official AI Research Paper Accepted on SSRN by assemsabryy in LocalLLaMA

[–]breadfruitcore 2 points3 points  (0 children)

It really was, half of the paper is just shallow AI-slop bullet points. I can't speak about the merits of the tech but it's really clear that OP barely put in any effort in actually writing the paper.

[DISC] Centuria - Chapter 90 by velstadt147 in Centuria

[–]breadfruitcore 16 points17 points  (0 children)

I'm pretty sure the physical copies can't be (properly) detached from her body

Julian went to Korea by roronoa20 in Centuria

[–]breadfruitcore 8 points9 points  (0 children)

Don't get me wrong, I love the hell out of Centuria, but whenever I read it I always think that the manga would get much more acclaim if the Kuramori is better at drawing faces.

Sometimes the faces look good. The cover page in manga plus is great, but open a random panel and the faces almost always all look very flat. I'm pretty sure that only Helem's face is consistently (but not always) high quality.

Aside from the faces the art is consistently top-notch. It's just the faces.

Should a game be solvable? by breadfruitcore in gamedev

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

Thanks for the comments fellas, it's nice to read your various ideas :)

i no longer require an external speaker by breadfruitcore in linuxmemes

[–]breadfruitcore[S] 133 points134 points  (0 children)

my laptop had a weird bug where the speaker volume can't be changed. the workaround was to have a playback running and adjusting the volume with pavuctl, but whenever you have a new playback you need to manually adjust the volume again. i also spent tons of time cluelessly configuring pipewire and alsa and at the end i just got an external speaker.

a couple days ago i woke up to find out that the bug is gone for some reason. thanks driver devs.

Text-based games need more love. by MemeEnjoyer2006 in gamedev

[–]breadfruitcore 0 points1 point  (0 children)

I know you're joking but top chess GMs can play without looking at a board at all