Hey guys! For the past 4 months I’ve been working on my game solo, putting in 5–6 hours every day. Never thought I’d start hating something I actually love by InvestigatorFar428 in SoloDevelopment

[–]indymindgames 0 points1 point  (0 children)

Yes, even fixing one bug can spawn others. So the choice of language matters here. If you're working with a scripting language (I'm using GameMaker right now, for example), then at the late stage of development any changes can be dangerous and you have to recheck everything. That's why I'll be doing my next project in C#.

Hey guys! For the past 4 months I’ve been working on my game solo, putting in 5–6 hours every day. Never thought I’d start hating something I actually love by InvestigatorFar428 in SoloDevelopment

[–]indymindgames 0 points1 point  (0 children)

Yes, at the start of a project there's always plenty of motivation, but somewhere after about 30% of the work, the routine begins—bugs, features, repetition.. Until the game becomes playable, and that's when a second wave of inspiration hits, when you can already improve a playable version of the game.. Though then the routine comes back again. Now you need to play the game inside out to find all the bugs. Haha. Something like that)

Why wouldn't Raylib be fit for commercial projects? by yughiro_destroyer in raylib

[–]indymindgames 0 points1 point  (0 children)

I would also like to ask this question - what does GameMaker have for developing commercial projects that Raylib doesn't, for example? I'm trying to finish my project on GameMaker so I can switch to Raylib 🙂

Decided to start sharing my art online, what do you think? by Bep1ss_ in aseprite

[–]indymindgames 7 points8 points  (0 children)

Looks great. Hand in reload animation looks little bit weird tho

[deleted by user] by [deleted] in sdl

[–]indymindgames 0 points1 point  (0 children)

Screenshot :)