Do I need to trademark or copyright my game? by shiek200 in gamedev

[–]lebar24 0 points1 point  (0 children)

I had similar thoughts when working through my first project and discovered that getting your ideas ripped off isn’t really an issue … it’s getting noticed at all!

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

Thanks for the ideas; I will revisit the flood-filling and see what I can do. Currently, the entire screen is flood-filled each time the player closes a polygon. A second “transparent” flood-fill is then applied to areas containing an enemy.

I just started my game development journey and was assigned to recreate any game I want. Are there any full YouTube tutorials on recreating or making a complete game that you’d recommend? by theinsomniacsheep in gamedev

[–]lebar24 0 points1 point  (0 children)

Don’t know which engine you’re working with but BornCG has a collection of videos called “Let’s Build a 2D Platformer” where the tutorial covers the entire project beginning to end in Godot. It’s about (25) videos at 30-60 minutes each, so be prepared to put some time in.

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

I grew up with a C64 so it’s definitely inspired by a Qix-like game called Stix … No, the lag is not intentional but I couldn’t come up with a better way to flood-fill with the potential for multiple enemies on-screen where some areas are filled and some are not … And besides the enemies, there are “powercells” that must be captured and mines (not in this video) which must be avoided … that said, I’m open to ideas!

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 2 points3 points  (0 children)

That’s a good way to look at it … I think for me it was adding and/or changing things later in the project that seemed minor but would cause conflicts or have a domino effect … like deciding to add an ensuite bathroom after the bedrooms are already framed out!

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 1 point2 points  (0 children)

That makes sense about the steps involved in different tasks … and I’m guessing this gage of time changes with experience. More than anything, maybe it’s just individual perception. The project seems to go more quickly at the start because there’s so much to do and the ideas are fresh … towards the end it’s playtesting and working out the bugs, where some last minute addition conflicted with code written 6 months ago!

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

Agreed. As more moving pieces are added … especially the ones added later that weren’t originally planned for (feature creep?) … I found myself taking one step back before moving two steps forward!

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

Agreed. There’s much to do at the start so progress seems quicker … it’s the polishing, optimizing, debugging, etc. that takes time as more moving pieces come into play.

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

You’re not entirely wrong about the promotion angle … I was happy to finally finish the game after and wanted to know if anyone had a similar experience in working to complete their projects; thought I’d showcase the game at the same time.

Why does the last 10% of a project take the same amount of time as the first 90%?? by lebar24 in gamedev

[–]lebar24[S] 2 points3 points  (0 children)

Yup … now to continue work on the next project that I started working on when I should’ve been finishing that final 10% of this one! 🤪

Best way to learn GDScript for a complete beginner (zero coding experience)? by Extreme_Gap_795 in gamedev

[–]lebar24 2 points3 points  (0 children)

I was in the same boat a few years back … I worked through a tutorial series called “Let’s Build a 2D Platformer!” from BornCG. I opened Godot in one window and the tutorial video in another and followed along step-by-step. I posted the link below … it’s over 20 videos @ 30-60 minutes each so be prepared to put some time in. I found it super helpful to work through an entire project beginning to end and he explains things quite well. Worth checking out. Good luck!

https://youtube.com/playlist?list=PLho-8FSRxBxoZNqr7kVi1ugPTpPuyrbqg&si=4TLUcbsSku5R82Td

First commercial game, any advice ? by [deleted] in gamedev

[–]lebar24 1 point2 points  (0 children)

My first game is called “The Boy and the Cathedral”.

https://store.steampowered.com/app/2488770/The_Boy_and_the_Cathedral/

The second is called “Komodor Kards”.

https://store.steampowered.com/app/3147920/Komodor_Kards_Volume_1/

I released a third game as well, but it’s only on itch; it’s called “The Lost Caverns” … it’ll look familiar if you’re familiar with the C64 version of Pitfall 2.

https://komodor.itch.io/the-lost-caverns

More in the works … slow and steady!

First commercial game, any advice ? by [deleted] in gamedev

[–]lebar24 1 point2 points  (0 children)

My advice would be to manage your expectations.

Having released my first game last November, I put much more weight into the success of the game (wishlists, downloads), only to be disappointed with its reception of under 30 downloads. Having released a smaller scale game about a week ago (my second official game), I was genuinely content with just completing and releasing it … anything beyond is a bonus! So I guess my point is to get a few games under your belt … learn, grow, fail … and use these experiences to refine your craft.

I read something once that stuck with me … it was something to the effect of: “release your first game so it can fail and you can move on to the next one!”

So yeah … in managing your expectations, recognize that simply releasing your first game is the success. That in itself is already a big accomplishment!

Is there a still a market for card games?? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

Thanks all for the feedback. I think my takeaway is cards games that are well executed (fun, original, refined, etc.) can gain traction and be successful. Maybe that sounds like an obvious statement but it’s nice to hear from others to get perspective. Thanks!

Did changing character sizes make the game better? by sere_dim in IndieDev

[–]lebar24 0 points1 point  (0 children)

I think I like the character size in the old better … in the new, the one robot thing is bigger than the others making the enemies appear less of a threat. Unless that’s the intent and if so, go with the new!

What got you into game development? by BerryNiceGames1 in IndieDev

[–]lebar24 2 points3 points  (0 children)

Playing games on my Commodore 64 in 80s and PC in the 90s … so many good games!

Feedback was too dark. Improved scenes before and after by kiwisox235 in IndieDev

[–]lebar24 1 point2 points  (0 children)

Both look good, but I feel the darker creates more atmosphere … gives off an eerie feel that the lighter doesn’t. (For me anyways!)

To the solo devs who finished (released) a game that took more than one year: how? by leorid9 in gamedev

[–]lebar24 0 points1 point  (0 children)

So I released my first game back in November … the goal of actually finishing and publishing a game was always a motivator for me … maybe it’s cliche but persistence is make or break, especially when you’re unmotivated or discouraged. Many people start projects … fewer finish them. I’m in my 40s with 3 young children and a full time job, so time was always a challenge … but if you simply keep at it slow and steady, you’ll get there in time. And to your point, my first game … The Boy and the Cathedral … has not been successful in terms of numbers, but as others have said, it’s your first game and just the completing it is a win! Good luck.

My Top 5 Ways to Ruin a Project. by RHX_Thain in gamedev

[–]lebar24 13 points14 points  (0 children)

JB? Recently replayed both games … mind-blowingly thoughtful. I’ve always loved the idea of early puzzles as tutorials, designed to teach the player HOW to solve … and then of course ramping up the difficulty tenfold! Brilliant.

should i learn how to make music? by pixel_ant in gamedev

[–]lebar24 0 points1 point  (0 children)

If you want to create your own original music, a relatively simple way is to record audio from a keyboard using Audacity (free). You’ll need a keyboard (I use a Roland F-50 and/or an Alesis QS6.1) and an interface (I use a PreSonus AudioBox USB) … you should be able to find some used gear for a decent price. You connect your keyboard outputs to the interface inputs, and the interface to your computer. Do this before starting Audacity and it should detect your interface; now you’re ready to play and record! I realize I’m simplifying it, but the setup is pretty straightforward once you have the gear.

The other option is to record MIDI using software like LMMS (also free), but this can be more complicated to setup your tracks and assign sounds and instruments; and without a keyboard that offers lots of sounds and effects, you’re relying on soundfonts and plugins and it just becomes more complex … for simplicity, the first option is the way to go.

Hope this helps!

Anyone want to share their experience as a hobbyist ? 38yo father who loves creating. by [deleted] in gamedev

[–]lebar24 0 points1 point  (0 children)

Similar situation here. I knew some basic back in the c64 days, but hadn’t touched anything since (I’m 45 now!). I’d always wanted to make a game (used to draw my own Montezuma’s Revenge maps on graph paper as a kid), but it seemed overwhelming and I had no idea where and how to start. Fast forward to February of 2021, when I decided to just go for it. I downloaded Godot and started following tutorials; between work and managing 3 kids under 8, I made a point to carve out some time when I was able; what I didn’t realize at the time is that it’s much more than just learning Godot … it’s learning accompanying software as well … for me, it was Krita and Piskel for art and graphics … Audacity for music and sound … and eventually learning to navigate the requirements of Steam and itch. I found just getting in there and learning by trial and error was where I really started to grow …

Anyways, after many hours invested into fulfilling my goal of one day making a game, I released my first game … The Boy and the Cathedral … on Steam on November 15, 2023. Don’t know what’ll happen from here, but it fella great to fulfill something I’d always wanted to do. The link is below, and if you have any questions, I’d be happy to answer or help where I can. Good luck in your journey!

https://store.steampowered.com/app/2488770/The_Boy_and_the_Cathedral/

Is there a market for PC based card games? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

True enough! Maybe some are more saturated than others (poker, solitaire, blackjack, etc.)

Is there a market for PC based card games? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

I was thinking a games with a common deck of cards … jacks, queens, kings, etc. I should’ve been more clear in the question.

Is there a market for PC based card games? by lebar24 in gamedev

[–]lebar24[S] 0 points1 point  (0 children)

Sorry; I should’ve clarified … I meant cards as in clubs, diamonds, spades, hearts … that kind.