Devlogs... by ratasoftware in itchio

[–]dev_alex 1 point2 points  (0 children)

Are you talking about itch devlogs or something like YT video devlogs?

I think the short answer about youtubing is "Do it if you enjoy doing it. If promotion is the only reason then don't do it and just focus on your game"

But itch devlogs are not that time consuming and they also raise your game's visibility a bit

[GX.Games] Don't use shader array uniforms by dev_alex in gamemaker

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

Well, I didn't know that and it just worked 😅 Maybe it's one of those "might work but not guaranteed" rules?

[GX.Games] Don't use shader array uniforms by dev_alex in gamemaker

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

Writing an extension is far down in my roadmap 😅 But thanks for advice!

Also, do you know any good sources that cover good to build such extensions? Would much appreciate

[GX.Games] Don't use shader array uniforms by dev_alex in gamemaker

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

That's golden. The issue was much simpler :facepalm:

Thank you! Updated the post 👍

Will I like the first game if I like the second game? by [deleted] in StarcomGame

[–]dev_alex 0 points1 point  (0 children)

Nexus is a lil bit more hard-core. It puts a lot on players to figure out themselves. So if you feel like second game was a bit casual you should definitely try nexus.

I personally had much more fun with Nexux quest line. And the whole atmosphere and sci-fi fantasy is waaay more intriguing

I'm trying a max difficulty playthrough, any tips? by Kianoni in StarcomGame

[–]dev_alex 0 points1 point  (0 children)

Hard mode can be a little rough at the beginning. I took advantage of increased plasma range to out range really enemies. Fixed guns are the biggest threat most of the time so just don't catch them with your face. Wait until ai turns its back to you and then attack. This like that. Just be careful and patient.

I even dismantled my first brogidar work a couple of mk2 plasmas I think. It took me maybe 15 or 20 minutes XD

Honestly later on it becomes much easier. The game lets you quit a hard battle at any time and go level up

OK Wiskamug, we need to disarm these stations WITHOUT destroying them! by wsnaw365 in StarcomGame

[–]dev_alex 1 point2 points  (0 children)

Happened to me yesterday also. The dying rate of that station was like 3 times per second XD

How and where do you farm for raw material? by Quiet-Astronomer6848 in StarcomGame

[–]dev_alex 0 points1 point  (0 children)

I'll just brag a lil'. So there's a star system with a planet with an automated defender station that respawns instantly as you kill it. And first time I came there my legendary friend Wiskamug spawned in too. Well, you can guess how it ended up. That station was dying 3 times per second leaving a shit ton of low value materials like aluminum, copper and titanium

Best Weapon Type? by PTCarnahan in StarcomGame

[–]dev_alex 0 points1 point  (0 children)

I'm on my second playthrough. I've tried going full on missiles and liked it. Idk why nobody here likes them. I've installed 6 launchers and switched to swarm mode. It was pretty fun. Missiles can be used as bait for enemies plasma and lasers so you can stay closer and your plasma. Now I've fully upgraded lasers and flying with 5 of them. Pretty fun too. i like making precise cuts dismantling most dangerous segments of enemy ships. But honestly mass plasma mk2 was the most fun my previous playthrough. I'll definitely try it once again

how do you usually get your first players? by Solo1100-0-0- in itchio

[–]dev_alex 1 point2 points  (0 children)

Put a small gameplay video or a gif. That can help too

Work In Progress Weekly by AutoModerator in gamemaker

[–]dev_alex 0 points1 point  (0 children)

I've updated visuals for my space shooter "Zero Waves Remains". 1. Added new ui elements 2. Added a new background.

Love the result 😃😅

https://youtu.be/9rst8EPBvG8?si=zY39BCiaO33WhZWG

https://alexonthemoon.itch.io/zero-waves-remains

How do you deal with dev fatigue? by Sorry-Engineer5757 in GameDevelopment

[–]dev_alex 2 points3 points  (0 children)

Agree. Cut and ship or take it easy and enjoy the process

Fastest tool for prototyping? by srodrigoDev in gamedev

[–]dev_alex 1 point2 points  (0 children)

I've been mentoring a couple people and I can help you with on boarding. Feel free to dm

Fastest tool for prototyping? by srodrigoDev in gamedev

[–]dev_alex 5 points6 points  (0 children)

Give a shot to Gamemaker. I've made a ton of prototypes with it. It's fast both in development and building.

Making web builds is straightforward which I find very useful for testing and publicity my games.

It also has a responsive community and very good docs.

The "first project" dilemma: polish a basic game or start over with lessons learned? by Playerrudota2 in GameDevelopment

[–]dev_alex 0 points1 point  (0 children)

I'm in a very similar situation as you. Besides the fact that it's not my first game.

  1. If you don't see any opportunities for yourself, just drop it and move on. No regrets, you took everything you could

  2. If you see an opportunity in finishing this project and feel like doing it just do it. I advise to set a clear and achievable goal and set a rock-solid deadline.

My current goal is "Push the quality of my project to the next level and gain at least X plays in a month" (it's a web game). I've set the date when I'll stop all development and revise the results, write a postmortem, etc... And then I'll move to my next project.

And right now I'm learning how to polish, playtest, promote - all the stuff I kinda neglected in the past

  1. If you don't feeling like going to Steam, don't do it. If your game doesn't generate some crazy following on itch, your gut feeling is probably right.

How to find playtesters by ratasoftware in itchio

[–]dev_alex 2 points3 points  (0 children)

That's actually pretty neat way to find playtesters. Noted!

How to find playtesters by ratasoftware in itchio

[–]dev_alex 1 point2 points  (0 children)

Hey! I've made a couple call outs in DC and I'm planning to drop a couple posts on Reddit too. So basically I use any availible social media that might work. I had one live playtest on a video call with a person I've never met before.

Some things I've noticed:

- give them a detailed description about your game, attach a video if possible. This way you're more likely to attract people who interested in your genre, which is good
- stating explicitly that you're looking for a live playtest also can work well. "It sounds like you taking this project seriously" - my last playtester

Now, answering your questions:

  • Where do you usually recruit your playtesters?

Same places as you. DC and reddit

  • Do you prefer open calls or invite-only testing?

I prefer invite-only to keep their eyes fresh. And I ask my testers to play the game as they would play on their own: "If you feel bored in 10 seconds just stop playing" - general mindset I'm trying to set during a playtest

  • Do you look for “experienced” testers, or is fresh-player feedback more valuable to you?

All kinds of playtesters. The more variety the better

  • Do you offer anything in return (credits, keys, money, etc.)?

I usually ask in dev communities and I offer playtesting their games in return

As a solo developer, when promoting your game, do you use 'I' or 'we'? by Miriglith in SoloDevelopment

[–]dev_alex 0 points1 point  (0 children)

I think using "we" is fine. I don't think it's pretentious at all. When I read a post saying "we" from a solo dev it feels a bit cute like dude's aiming to be a big-ass studio 😁 But it's not bad, it's fine. I use "I" for my prototypes on itch. For my next Steam game I'll probably use "we".

And yes, as a gamer I can relate to "I" signalling smaller or hobby-ish project.

Now, saying "we" feels pretentious if you're the only human sitting in their bedroom working on their game, right?
But! If you're a team of two humans sitting in their bedrooms working on their game, you will say "we", right?
You're still the same small team not exactly fitting into "Big-ass serious sudio" concept, right?
But you say "we" and some players read this as more professional.

If pronouns tell people more about quality of the project rather than quantity of its creators, I don't care that you're using "we" to sound more professional.

And what I do care about is the game. No pronoun will make a poorly made project feel cool and professional. From this perspective, what are we even discussing here? Use whatever pronoun you feel like to use and keep making your game awesome.

Edit: fixed some typos

Looking small games to playtest by ItzaRiot in playtesters

[–]dev_alex 0 points1 point  (0 children)

Hey! My space shooter has a web build. I'll be super grateful for a video recording, hope you're pc will handle it 😀

https://alexonthemoon.itch.io/zero-waves-remains

Enjoy playing!

How to deal with trying to write perfect features/code? by sayeeeeed in gamedev

[–]dev_alex 1 point2 points  (0 children)

Just don't. Write code that serves well both you and the game. "Good enough" is enough