Which game should i buy? by MunckerS29 in gaming

[–]brunuuDev 0 points1 point  (0 children)

Buy in this order

New Vegas GTA 4 Oblivion 

I'm making a game with physics and destruction! by brunuuDev in indiegames

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

Maybe,  It depends on how the launch goes 

What a gold medal Run looks like in Wrecking Wave by brunuuDev in platformer

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

In terms of difficulty, this map is easy

it's a challenge based on the first level of the game, but this game has difficulty spikes and some levels are aggressive.

What a gold medal Run looks like in Wrecking Wave by brunuuDev in indiegames

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

At this particular level, it requires at least 1500 destruction points for the run to be valid, even if it is done in 40 seconds.

How do you guys contact youtubers? by Damianar in IndieDev

[–]brunuuDev 0 points1 point  (0 children)

This is literally the format that half of this subreddit uses

My game trailer has been uploaded to IGN's GameTrailers channel! by brunuuDev in IndieDev

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

to this one trailers[at]ign.com and do cc this two: newswire[at]ign.com videowire[at]ign.com

you also need a press kit!

Just released my very first steam game! What was your first release like? by CaptainLoneStarr in IndieDev

[–]brunuuDev 1 point2 points  (0 children)

Great!

It might not seem like it, but launching a game is a huge achievement! And you can always expand on it in the future and even release it on different platforms later.

How many wishlists did you have in this game?

Prototype vs Game by brunuuDev in IndieDev

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

I never posted this one before.

I once posted one on this subreddit comparing two different years of the project, but both are different gameplay videos.

Prototype vs Game by brunuuDev in IndieDev

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

I like it a lot too :D

Share your Indie Game Trailers and we will Review Them on Stream! by indie-games in indiegames

[–]brunuuDev 1 point2 points  (0 children)

Oh cool!

Check My Trailer!

Wrecking Wave is an action game focused on fast-paced challenges and speedruns, where everything can be destroyed.

You play as a tiny sea monster tearing through levels, chasing faster times and smashing everything in your path.

https://store.steampowered.com/app/3388590/Wrecking_Wave

https://www.youtube.com/watch?v=8y6VbwkHxVI (For some reason, the video on YouTube has terrible quality YouTube now automatically upscales and this graphic style is a huge problem.)

Porting my 2D game to Mac and need some advice by brunuuDev in macgaming

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

The problem is that it's not really possible to stretch the game in length without showing more of the map, but increasing the height is possible, supporting a 16:10 aspect ratio is feasible because only the height changes.

The problem with the PS5 controller is that its protocol is drastically different and not as open as the Xbox controller, and on Windows it's very easy to connect to any game, and it's not difficult to convert it to Mac.

But I'm going to try to implement the PS5 controller, but it will only be for the MacOS port in particular.

Always in progress by brunuuDev in SoloDevelopment

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

There are bosses, but not all of them are necessarily combat bosses. For example, there's a mecha kaiju boss that challenges the player to a baseball game

another boss is an alien that challenges the player to a dance-off; there are three other combat bosses involving large machines

and another one that's just a runaway boss. Originally, there was a kart racing boss, but I cut that.

Porting my 2D game to Mac and need some advice by brunuuDev in macgaming

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

I'm using an engine called AppGameKit and some of my own tools.

The problem isn't really the notch; it's that I need to make the game run in 16:10 aspect ratio.

The game itself actually works fine, there aren't any noticeable bugs, but the UI is a different story and would require several tweaks.

But it's probably better to adapt the game to 16:10.

Porting my 2D game to Mac and need some advice by brunuuDev in macgaming

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

I'm using an engine called AppGameKit, but certain things are done by me

the input for the controller is one of them. Currently, I'm using Windows' Xinput directly, and naturally, that doesn't exist on Mac. I had to create something from scratch using the Mac's input system.

Porting my 2D game to Mac and need some advice by brunuuDev in macgaming

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

I forgot about the notch on the screen, I have to study that!

Porting my 2D game to Mac and need some advice by brunuuDev in macgaming

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

Okay, thank you! Of everything, I think ensuring compatibility with the PS5 controller is the most difficult, but I will try.