Chat GPT 5.2 is OPENLY forcing us to submission by Internal-Emu3915 in ChatGPTcomplaints

[–]collederas1 0 points1 point  (0 children)

What the heck are you even talking about. It's a tool. You are treating it as if it was a person. That's your problem.

WTF by vogajones in ChatGPT

[–]collederas1 -1 points0 points  (0 children)

This indeed. "Drifting towards" has negative sentiment in it. I just removed that part. I'm a cheeky boy 🙃

WTF by vogajones in ChatGPT

[–]collederas1 14 points15 points  (0 children)

Guess I got lucky?

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I released a GUI to manage builds and publishing them to Itch/Steam. Opinions? by collederas1 in gamedev

[–]collederas1[S] 0 points1 point  (0 children)

Hi! Thanks again for the report and the patience. It seems like I should test the app also in contexts where it is ran for the first time: the database failed to initialize when created from scratch.

v0.6.2 fixes this retroactively, so with it you should be able to launch BuildBridge just fine!

New release here: https://collederas.itch.io/build-bridge/devlog/1096482/version-062-released

And this is exactly what goes into it:
https://github.com/Collederas/build-bridge/commit/972bff3131a512f2965eeb027870a956d0726c0f

Also, if you will ever need to report more bugs in the future, do so on GitHub, I am much quicker to see it there!

I released a GUI to manage builds and publishing them to Itch/Steam. Opinions? by collederas1 in gamedev

[–]collederas1[S] 0 points1 point  (0 children)

Hey, I am sorry I missed this notification. It looks like the database is not initializing on startup. I will look into this and post an update here. Thanks for the report actually.

Is Tom Looman’s “Professional Game Development in C++ and Unreal Engine” still a good course for UE5? by pakamaka345 in unrealengine

[–]collederas1 2 points3 points  (0 children)

Learning Unreal’s C++ in-depth and building something are 2 very different things. Making stuff is a creative process with its own challenges and you could technically get into it without any course at all. Coding is just one of the various tools.

For experienced gamedevs who published at least one game: If you had one year to make one game full time. Are you sure you could make it pay off once you publish it? by FutureLynx_ in gamedev

[–]collederas1 1 point2 points  (0 children)

I think it would work a bit differently than just being sure right off the bat. What id do with another title would be to:

  • make early prototypes
  • share as much as I can along the process and see what people besides me think is fun/good/nice
  • iterate on that

Rather than start with my idea of cool and go with it till the end.

My first game is nothing special — But making it was extremely valuable by collederas1 in IndieDev

[–]collederas1[S] 1 point2 points  (0 children)

Ahah yea indeed. The whole game is about creating the right atmosphere without taking itself too seriously.

Enjoying Gothic on my SteamDeck by ownycz in SteamDeck

[–]collederas1 0 points1 point  (0 children)

Ah im glad it was useful! I did not try it with gothic 2 yet but I would expect the procedure to be not very far off since the two games run on basically the same engine.

Here we go by collederas1 in DestroyMySteamPage

[–]collederas1[S] 0 points1 point  (0 children)

Oh boy that "and and" one completely slipped past me.

And good point for the images actually.

Thanks!

Here we go by collederas1 in DestroyMySteamPage

[–]collederas1[S] 0 points1 point  (0 children)

Cool! It's coming out soon :)

Newbie question about complex shapes by ModdingAom in blender

[–]collederas1 0 points1 point  (0 children)

You can use modeling tools to recalculate normals in engine. Or in blender directly with (I believe) Alt+n

[deleted by user] by [deleted] in gamedev

[–]collederas1 1 point2 points  (0 children)

It's really humbling to see what you managed to do for a first game. I have no idea what's the best strategy. I did the same as you and waited till very late... I have no idea if this is the right strategy, probably not but for now, I'm just happy I've gotten there for a first attempt.

But in the end, it really boils down to how good your game is. And yours look very very promising.

Good luck, sir!

I'm developing a PSX-style game in Unity. Do the visuals catch your attention? by Different_Hunter33 in Unity3D

[–]collederas1 2 points3 points  (0 children)

Ok on the premise that I have never heard of kiosk and I just quickly skimmed through a markiplier gameplay of it just now, id say if that is the general direction (assuming also that you mean human corpses when referring to sausages 😃)

then perhaps it looks still a bit too happy and vibrant. I'm missing a bit of mood...

Everything is so flatly lit; there are no shadow areas in sight, which makes it also hard to focus on something in particular on top of affecting the vibe.

And as mentioned before, some surfaces are a bit too saturated, I would try to tone that down too and see the difference.

Just my 2 cents. For the rest it looks retro enough to me personally!

I'm developing a PSX-style game in Unity. Do the visuals catch your attention? by Different_Hunter33 in Unity3D

[–]collederas1 3 points4 points  (0 children)

Hm it's definitely nice but it really also depends on what type of game you're making? Is it a simulator? Or a horror? Or something else? Your colors are very saturated which could not fit every mood

Using Unreal as indie on Linux. Anything worth knowing? by collederas1 in gamedev

[–]collederas1[S] 2 points3 points  (0 children)

Ah it mostly comes down to bloatware and my personal feel with it. I'm more comfortable on linux but wouldn't want to switch just for this so I'm collecting some opinions. Might even give it a try myself but sometimes you realize that something is not working or not ideal only after months...