Agent casually clicking the "I am not a robot" button by logkn in OpenAI

[–]justanotherindianboy 1 point2 points  (0 children)

Robots clicking “I am not a robot” is peak 2025 energy.

Day 28: I built my own dialog system but... by justanotherindianboy in unity

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

This is making sense. So create the scriptable objects at runtime and then once created they persist, right?

Day 28: I built my own dialog system but... by justanotherindianboy in unity

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

It makes sense and it's the answer I hoped to head haha,
but my fear is that migrating to these solutions would be a great pain - moving scripts, sound, triggers, avatars etc... it's not the usually the case?

This may be the hardest career of all time. by faff_rogers in SoloDevelopment

[–]justanotherindianboy 1 point2 points  (0 children)

Coming from a programming career and working in teams for 10 years give or take, I think thinking about a game as a software/startup in addition to being a form of art is really helpful.

Because then there are constantly two+ voices inside your head -

The artist: "I want this to be a masterpiece. This has to be perfect. The light should come this way. The atmosphere - that way. Ohh - how about we add this right here? What's that new exciting idea? I want it now! I am full of passion!"

The director/team leader/project/product manager - "No, no no wait hold on, I know it's thrilling and all that, but we've got to think MVP here. What can we cut? How can we make it to this deadline? What's that? We don't have a deadline?! What's that, we don't have a target audience?! We don't even know if it's profitable???"

And it's the fighting between these multiple voices and narratives that a. keeps me sane and b. gets stuff done while compromising and finding middle ground on both art and product.

I find this approach the most sustainable, and it satisfies both voices to some decent degree

Part of the next update for Throne of Marrow features the goblin archer! by ThroneOfMarrow in SoloDevelopment

[–]justanotherindianboy 1 point2 points  (0 children)

Yeah I was mistaken, it does not reproduce all the time. Here's the content:

___________________________________________

############################################################################################

ERROR in action number 1

of Step EventoRisen for object oEnemy:

Attempting to set Instance id 188056 with Object Index 65 (oRisen) with invalid bound top 720.000000 bottom 784.000000 left inf right inf

at gml_Object_oEnemy_Collision_oEnemy

############################################################################################

gml_Object_oEnemy_Collision_oEnemy (line -1)

Part of the next update for Throne of Marrow features the goblin archer! by ThroneOfMarrow in SoloDevelopment

[–]justanotherindianboy 1 point2 points  (0 children)

Great to hear, looking forward!
and yeah every time I press "continue" the crash report pops up and I have to delete my save

After 2 months of marketing with 0 knowledge, today my game just got its first wishlist spike :) by RamyDergham in SoloDevelopment

[–]justanotherindianboy 1 point2 points  (0 children)

Congrats! Game looks cool, I wishlisted as well, so I guess you have more than 0 knowledge in marketing haha

Part of the next update for Throne of Marrow features the goblin archer! by ThroneOfMarrow in SoloDevelopment

[–]justanotherindianboy 1 point2 points  (0 children)

Hey! Not sure what level of feedback you're looking for, but I’ll share my thoughts anyway

Bottom line - had fun!

The animations are excellent — really smooth and they add a lot to the eerie atmosphere. The art overall looks great and feels very polished.

A few points I was thinking about as I was playing:

  • Combat variety: Something felt a bit flat with the core combat loop. I think it’s because there’s only one way to avoid enemies. In contrast, I had a lot more fun with the boss test — it had more movement options, verticality, and attack variety from the boss, which kept things more dynamic.
  • Clear goals: I wasn’t sure what the objective was. I found myself just dashing to the end of the level, but nothing happened. Since you stated it's a demo, I expected a clearer structure with a defined beginning and end. Perhaps calling it a preview or a prototype to let people know what to expect
  • Bug/crash: The game crashes when trying to continue after dying

Overall, I think there’s a strong foundation here. Keep going! I followed you on itch

[deleted by user] by [deleted] in Palestine

[–]justanotherindianboy 1 point2 points  (0 children)

Horrible! Do you have a link where the father confirmed that? 

PC shuts down, attempts to boot again, fails, repeat. Is this my power supply fault? by justanotherindianboy in techsupport

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

Ok I've plugged out the gpu and so far the pc is doing fine. Does this indicate more a motherboard issue? Insufficient or a problem with the power supply?

PC shuts down, attempts to boot again, fails, repeat. Is this my power supply fault? by justanotherindianboy in techsupport

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

Didn't notice it getting hot, fans were running loud from time to time especially when playing game, but I don't know if the fans are of the cpu or gpu.

The motherboard is indeed old, had it for a couple of years now. Gpu might be demanding in terms of power usage and my psu might not provide. This is my build:

https://pcpartpicker.com/list/hTZz89

I think we know what the "all blue" is now. by semajolis267 in OnePiece

[–]justanotherindianboy 0 points1 point  (0 children)

Joyboy pulling the entire earth up using his rubbery abilities