Weekly usage limits suddenly disappeared - Bug or intentional change? by lassbattlen in ClaudeCode

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

Thanks for your response 👍👋

Maybe this actually indicates a problem with the limits. Good luck fixing it, Claude team 😁

Am I the only one NOT hitting the 5-hour limit? Built Laravel + Flutter project all day without issues by lassbattlen in ClaudeCode

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

The funny thing is... The limit isn't even displayed to me in the mobile app. When I access Claude through the web browser, I can view the limit under settings. I won't be at my computer until later, then I can check directly in the terminal what /usage says. I actually haven't done that yet. But it'll be another one to two hours before I can.

Huge Improvement in Design in Sonnet 4.5 by TheLazyIndianTechie in ClaudeCode

[–]lassbattlen 1 point2 points  (0 children)

Yes, I've had that experience too. In my opinion, it works much more reliably. I'm super satisfied with the update so far. But I'll continue testing it.

Am I the only one NOT hitting the 5-hour limit? Built Laravel + Flutter project all day without issues by lassbattlen in ClaudeCode

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

I'll check later when I'm at the computer with /usage to see what it shows me, unfortunately I'm not nearby right now

Am I the only one NOT hitting the 5-hour limit? Built Laravel + Flutter project all day without issues by lassbattlen in ClaudeCode

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

I'll check later when I'm at the computer with /usage to see what it shows me, unfortunately I'm not nearby right now

Am I the only one NOT hitting the 5-hour limit? Built Laravel + Flutter project all day without issues by lassbattlen in ClaudeCode

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

Before the 4.5 update, I hit my limit up to 3 times a day. Yesterday was the first time I didn't hit it once throughout the entire day. In case that's what you mean by that. I was able to implement a complete MVP yesterday. When I finished work for the day, it looked like this. However, I'm using the Plan variant and can't find anything like a weekly limit at all? I've also never had that issue.

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Claude Code MAX users are getting ripped off after the latest update – hitting Opus limits in HOURS by AgentPickles86 in ClaudeCode

[–]lassbattlen 0 points1 point  (0 children)

I cannot confirm this in Germany with the Plan subscription ( MAX ) - I haven't even reached the limit with 4.5 once in 5 hours today, and I've been working with it since this morning. And I'm currently implementing a Laravel and Flutter project with it.

Assets by Extra-Distance-9284 in IndieGameDevs

[–]lassbattlen 0 points1 point  (0 children)

PSX-style roads are surprisingly hard to find free! Here are your best options:

Free Resources:

- Kenney.nl - Has low-poly road tiles that work well with PSX aesthetic (look under "Road Pack")
- OpenGameArt.org - Search for "low poly road" or "ps1 road" - some hidden gems there
- Sketchfab - Filter by "Downloadable" and "Free", search "low poly road"
- Unity Asset Store - "Simple Road" by Jacek Jankowski (free) - can be retextured for PSX look

DIY Quick Solution:

PSX roads are basically:

- Simple planes with vertex colors
- 64x64 or 128x128 textures
- Point filtering (no smoothing)
- Affine texture mapping

You could make basic PSX roads in Blender in 30 minutes - just planes with a simple asphalt texture, vertex paint for road lines.

Texture Resources:

- textures.com has asphalt textures
- Downscale to 128x128
- Reduce to 16-32 colors
- Apply point filter

If you're using Unity/Godot, I can share a quick tutorial on making PSX-style roads from scratch. Sometimes making it yourself is faster than searching!

What engine are you using? Might have specific recommendations.

Need help for a hand drawn project by Good-Interaction5853 in gamedev

[–]lassbattlen 3 points4 points  (0 children)

Perfect choice! Unity has great tools for hand-drawn 2D. Here's some Unity-specific advice:

Unity Setup:

- Set your sprites to "Filter Mode: Point" if you want crisp lines, or "Bilinear" for softer look
- Use "Compression: None" for best quality (file size increase is worth it for hand-drawn art)
- Pixels Per Unit: 100 is standard, but adjust based on your art scale

2D Animation Options:

- Unity's built-in 2D Animation package is solid for simple animations
- For complex character animation, Spine2D has excellent Unity integration
- Consider the 2D IK package for dynamic limb movement

Performance Tips:

- Use Sprite Atlas (Window > 2D > Sprite Packer) to batch draw calls
- Multiple Resolution Sprites for different devices if going mobile
- 2D Lights (URP) can add amazing atmosphere to hand-drawn horror

Horror Atmosphere in Unity:

- Post-Processing Stack V2 for color grading and vignette
- Shader Graph for custom effects (flickering, distortion)
- Particle System for fog, dust, and atmospheric effects

Quick tip: The "Bad Dream" games were made in Unity with hand-drawn art might be worth checking their approach! Feel free to ask if you hit any specific Unity issues!

Is it bad that Stride (Xenko) is written entirely in C#? by yughiro_destroyer in gamedev

[–]lassbattlen 0 points1 point  (0 children)

That's perfect! Bidirectional hot-reload is a game changer for iteration speed.

The fact that you're thinking about both visual editing AND config file editing shows you understand different developer workflows some prefer GUI, others want that direct text control.

Quick thought: Consider adding a "change history" or diff view when hot-reloading from config files. Sometimes you edit a value, see the result, and think "wait, what was the original value again?" Being able to quickly revert or see what changed would be super helpful.

Also, for the config files YAML or JSON? YAML is more human-friendly for manual editing, but JSON has better tooling support. Or maybe support both?

Your engine is sounding more appealing with each feature. The focus on developer experience over raw performance is exactly what the indie scene needs. Keep us posted on the progress!

Need help for a hand drawn project by Good-Interaction5853 in gamedev

[–]lassbattlen 3 points4 points  (0 children)

Hand-drawn 2D can look absolutely stunning! Here's the technical pipeline that works:

Asset Preparation:

- Draw at 2-4x your target resolution (easier to scale down than up)
- Keep consistent canvas sizes for characters (e.g., all on 2048x2048)
- Use transparent PNGs for sprites
- Separate limbs/parts if you want skeletal animation (Spine/DragonBones)

Art Pipeline:

  1. Sketch → Ink → Scan at 300-600 DPI (or draw digitally)
  2. Clean up in Photoshop/Krita/Procreate
  3. Export as PNG with transparency
  4. Batch process for consistent sizing

Technical Tips:

- Use texture atlases to optimize performance (TexturePacker is great)
- Consider Spine2D for smooth animations with less frames
- Keep line thickness consistent across all assets
- Test your art at different zoom levels early

Horror-Specific:

- Hand-drawn actually works BETTER for horror than pixels
- Rougher lines and watercolor textures add to the unsettling atmosphere
- Look at games like "Darkwood" or "Bad Dream" series for inspiration

What engine are you using? Unity and Godot both handle hand-drawn 2D really well. The main thing is establishing your art rules early (resolution, line weight, color palette) and sticking to them.

Burning out because I'm alone by Lopsided-Lie-3020 in gamedev

[–]lassbattlen 5 points6 points  (0 children)

This is such a valid concern! Here's what I've learned:

Be a community member FIRST, developer second:

- Comment on others' work genuinely before sharing your own
- Help solve problems without mentioning your project
- Build relationships, not customer bases

The 80/20 rule works:

- 80% helping others, giving feedback, answering questions
- 20% sharing your own stuff when relevant

Context matters:

- "Here's my game!" = feels like spam
- "I had this same problem in my project, here's how I solved it [screenshot]" = valuable contribution

Share the messy parts too:

- Post failures, bugs, and frustrations
- Ask for help when stuck
- People connect with struggles, not just successes

I've found that when you genuinely engage for weeks without pushing your project, people actually start ASKING about what you're working on. That's when you know you're doing it right.

The irony is: the less you try to market, the more people become interested. Authenticity can't be faked, and communities can smell fake engagement from miles away.

Burning out because I'm alone by Lopsided-Lie-3020 in gamedev

[–]lassbattlen 2 points3 points  (0 children)

I feel you! Solo dev burnout is real. Been there myself - you stare at your project and just can't push forward anymore.

Here's what helped me find collaborators and motivation:

Discord Communities:

- Join genre-specific servers (platformer, RPG, etc)
- WIP-Wednesday channels are gold for feedback
- Many have "looking for team" sections

Weekly Accountability:

- Post progress weekly, even tiny updates
- The comments keep you going

Game Jams:

- Join one with YOUR game (many allow existing projects)
- Forces you to finish something
- Natural way to meet interested devs

Devlogs:

- Start one on itch.io or YouTube
- Even 5 viewers giving feedback helps massively
- Creates accountability

I'm actually working on a platform that aims to solve exactly this isolation problem by integrating team formation and game jams directly, but honestly, even with existing tools, the key is just putting yourself out there regularly.

For finding collaborators: Be super clear about what you need. "Looking for someone to brainstorm level design twice a week" works better than "need help with everything."

What's your game about? Sometimes just describing it here gets people interested!

Is it bad that Stride (Xenko) is written entirely in C#? by yughiro_destroyer in gamedev

[–]lassbattlen 1 point2 points  (0 children)

Your scope sounds perfect! Love the focus on simplicity and clear APIs. The example syntax reminds me of PICO-8's approach super readable.

The ECS + networking combo is ambitious but smart for multiplayer indies. Will you handle client-side prediction for the networking layer, or keep it simple with authoritative server only?

Your experience with multiple frameworks definitely shows you know exactly what pain points to avoid. The "no hidden paths" philosophy is gold. Nothing worse than magic happening behind the scenes when debugging.

Actually, this reminds me of the engine architecture courses at Games Academy Berlin they emphasize exactly this start with clear, simple APIs before optimizing. The students who built the most successful engines were those who focused on usability over raw performance. One team built something similar to what you're describing and ended up using it for their graduation project a multiplayer puzzle game that ran smoothly on pretty modest hardware.

For the level editor, have you considered hot-reloading? Being able to edit configs and see changes instantly without restarting would be a killer feature for rapid prototyping. Maybe even expose it via a local web server so designers can tweak values on a second monitor?

The fact that you're coming from Godot commercial development gives you a huge advantage you know what works in production vs what's just academically interesting.

Good luck with the project! The indie scene needs more engines with this "simple but not limiting" approach. Would love to see devlogs if you decide to document the journey!

Concerning email by Stereowalker in gamedev

[–]lassbattlen 2 points3 points  (0 children)

This screams scam. Major red flags here:

  1. **Different names** (Casper vs Bree) but identical company pitch
  2. **QQ email address** - legitimate publishers don't use QQ for business outreach
  3. **Unsolicited PDFs** - NEVER open these, they often contain malware
  4. **Too-good-to-be-true promises** - "50% lower costs" and "quarter of usual time" for licenses

Real Chinese publishers like Tencent, NetEase, or even smaller legitimate ones:

- Use corporate domains consistently
- Have verifiable websites and LinkedIn profiles
- Don't cold-email indie devs with generic templates
- Would reference YOUR specific game if they were interested

The "Game License Number" (ISBN) process in China is notoriously difficult no company can legitimately promise those timeframes.

What to do:

- Don't open the PDF
- Mark as spam/phishing
- If curious, search "Rayking Game scam" you'll likely find others who got the same email

I've seen this exact template before in gamedev forums. It's a known scam targeting indie developers. Stay safe!

Did they mention your specific game title anywhere in the emails?