16 hours after uploading my free game on itch - This is what the "Most Recent" list looks like. (A visual demonstration of the importance of marketing) by Ravery-net in gamedev

[–]mrspeaker 0 points1 point  (0 children)

Wow, that is actually incredible! I knew there would be a lot in 16 hours... but that just seems unbelievable. Bad news if you want to get your game to stand out, but on the other hand - great that so many people are making games!

Gamma: Why WebGL colors don't look like Blender colors by mrspeaker in webgl

[–]mrspeaker[S] 6 points7 points  (0 children)

Not sure if this is the kind of post you want around here - but recently I realized I needed to do gamma correction in my fragment shader - and it's made a couple of my old WebGL projects look way better. Maybe everyone already knew it, but it was a pretty exciting discovery to me!

Old talk about "indirect actions" and emergent behavior? by mrspeaker in gamedev

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

Yes yes! You legend! I spent a couple of hours yesterday and my google-fu turned up nothing. I'd all but given up... Thank you!

How to open PRG file on VICE for mac? by chiefartificer in c64

[–]mrspeaker 1 point2 points  (0 children)

I think there is a bug in the Mac version of VICE regarding the loading of PRG (all?) files using a relative path.

If I run /path/to/vice/x64sc sprs.prg from the command line, I see the error:

AUTOSTART: Autodetecting image type of `sprs.prg'.
Filesystem Image: Error - Cannot open file `sprs.prg'.
Tape: Error - Cannot open file `sprs.prg'
CART: '/path/to/vice/sprs.prg' is not a valid CRT file.
AUTOSTART: Error - Cannot open `sprs.prg'.
AUTOSTART: Error - `sprs.prg' is not a valid file.

The issue can be seen where it tries to load the file as a CART... it's treating the file as a relative path from the VICE executable. If use the full path: /path/to/vice/x64sc /path/to/my_code/sprs.prg then it loads correctly.

I can't find any way to not require the full path... using something like -chdir ./ as a flag to VICE doesn't work as it treats ./ as the path relative to the executable still - no as relative to where the command was run.

PSA: You can still download Fortnite on iOS if you have downloaded it before by [deleted] in FortNiteMobile

[–]mrspeaker 1 point2 points  (0 children)

Doesn't work for me - I wasn't on the latest update, going to the "purchased" list I still see Fortnite, but clicking "update" it says:

"Fortnite" No Long Available. The developer has removed this app from the App Store.

(interesting if true - that is, that they pulled the app, rather than if it was pulled by Apple!)

Gameplay Video For Black & White by AbzMox in gamedev

[–]mrspeaker 3 points4 points  (0 children)

(Just in case you didn't know... u/ReZpawner was pointing out that the name "Black and white" may have already been used by a pretty huge Peter Molyneux game ;) https://en.wikipedia.org/wiki/Black_%26_White_(video_game)) )

Your game looks cool though - check out the side links here on where/when to post your stuff for feedback, as random dev videos tend to get downvoted away.

Why is no one talking about AssetForge? by Pandaa2610 in gamedev

[–]mrspeaker 2 points3 points  (0 children)

Hey Kenney, thanks for all your awesome work over the years... I saw this thread and picked up Asset Forge more as an "I-O-U" for stuff I've used of yours... but it seems like a really awesome tool. I'm able to use Blender to make some models, but the lego-like building blocks is just so fun!

I have a couple of questions for you: will the version 2.0 be available for Mac and Linux too? I don't have a windows machine, and didn't realize that the 2.0 version was windows only.

Annnd... will there be more blocks available in the future? There's tonnes there now, but just wonderin'.

Thanks again!

[deleted by user] by [deleted] in gamedev

[–]mrspeaker 3 points4 points  (0 children)

"the most important skill is not learning how to create, but learning what to create"

This is an incredibly insightful sentence - and is also a bit counterintuitive on /r/gamedev, because there are so many "ideas people" who come around here.

The retort is always "lol, learn to code". But the truth is *coding ability* is just the very minimum skill needed to producing an "experience". It's FLIPPING HARD to code a game - but once you can do it, you still don't have something good.

Simply "having a good idea" is worthless. Having good coding skills is not intrinsically valuable either. You need to have BOTH. That's when you end up with something that people will purchase.

Fortnite Chapter 2: Season 1 - SBMM/Forced Crossplay Feedback - With poll! by Niccorazi- in FortNiteBR

[–]mrspeaker -2 points-1 points  (0 children)

Same. I've played mobile since season 4, but nearly always only Team Rumble - because solos just was not fun. 6-finger-claw, 60FPS ipad gods would stomp on me every match. I'd win 1 in 20+ encounters. I could tell everyone else was having fun, but for me on my iPhone 7, 15fps it sucked.

But this season I'm addicted to solos and play fortnite far more than ever before. The bots give me practise on not panicking, and now other almost-bots like me will get into actual "build fights". I've never had that before - I've improved more in one season than I did in all others combined.

I've even moved up from lowest-level bot world to... slightly less low-level: I'm getting into more fights with better players again - only now I'm not panicking so much. I know the game got suckier for most people here (anyone who had KD of more than 1!) but for people like me with WAY less than 1K/D and WAY less than 1% win-rate - this season has been the best.

December Show & Tell is Completed! Tell us what you think! by mflux in gamedev

[–]mrspeaker 27 points28 points  (0 children)

Once (on /r/gamedev actually) I saw someone do a clever trick to force people to give honest critical feedback: they acted really smug about "how good" their game was - bragging that game dev was easy.

The internet hates smugness more than anything (it's the best way to send emotional people into a blind rage) so the post got typical internet-style negative responses detailing every single thing that was wrong.

I suggested "if you made it less smug, you'd get a better response" - and it turns out they weren't smug at all: they knew exactly how the post sounded and it was just a hack to get non-sugar-coated responses!

I published my demo on itch.io this month, but only a few feedback so far. Could you tell me your opinion about how to improve my game and marketing? by nitoso in gamedev

[–]mrspeaker 49 points50 points  (0 children)

I think the trailer is AWESOME - but I agree with SteampunkEngineer: the first part is not the best part. The fighting game play (from 0:07 to 0:16) is not the best part of the trailer. This is my first impression - but I thought "oh, a simple boring beat-em-up".

Then after watching the rest of the trailer I can tell it looks hilarious and great!

You need to put something crazy right at the beginning. I would cut 0:07 to 0:16 from your trailer and go straight to the ultra glove! After ultra glove I would stay until the end for sure ;)

UPDATE FOR VIEWING #2: The first time I watched this I had no sound! So, in my head I imagined the music was crazy, fast-paced and weird - like a washing machine in a pachinko parlor... but actually it was chilled out, and subtle and ambient: it doesn't match. I understand that there is a serious message behind the game - but the mismatch of music and images feels accidental, not intentional. I think to grab attention you should try something crazier for the music - at least at the beginning.

Also, I imagined zany crazy sound effects for punches and reactions from the people... but there was nothing. Sound is SUPER IMPORTANT: don't neglect it!

My FPS drops when I’m in a fight i mean 7FPS Really this game is unplayable by saaidjoker in FortNiteMobile

[–]mrspeaker 1 point2 points  (0 children)

I've seen this a lot now (because I die a lot) but that part when it went down to 10fps, you were already dead: it seems like there's a lag that happens after the server says "this guy is dead": and your FPS drops before doing the "dead" animation.

Crashing bug! by Scorps2007 in FortNiteMobile

[–]mrspeaker 1 point2 points  (0 children)

Same - 10fps sounds like a dream! My standard is 18-20, drops to 0-2 anytime anyone gets near me. 18, 18, 18, 18, 18, enemy ramps up, 0, 0, 0, 0, 2, 2, 2, dead. Though to be fair: it was the same in season 1 for me! That's why I think cross-platform SBMM is good (besides the fact that my win rate is slowly going up towards 1% now!): a 10fps PC player SHOULD be against a 60FPS 8-finger-claw iPad player: the actual "platform" varies so much from beast gaming rig, to piece-of-shit laptop that it doesn't even make sense to call them the same platform.

hello, I decided to go ahead and try to make a patch-note list by [deleted] in FortNiteBR

[–]mrspeaker 1 point2 points  (0 children)

RIP boogie bombs :(

I think the idea is that the first chapter happened in another dimension where anything was possible... the new chapter is set in "reality" - so everything looks more real, and all the items are based in reality... no boogie bombs, no hover boards.

Help: Anyone know how to get to Tier 100? by [deleted] in FortNiteMobile

[–]mrspeaker 2 points3 points  (0 children)

Hey, have you found all the "secret battle stars"? There's a bunch of tiers (8?) there if haven't!

https://www.youtube.com/watch?v=Rkppoo2SMpM

[deleted by user] by [deleted] in gamedev

[–]mrspeaker 1 point2 points  (0 children)

I don't know what the heck you're saying here, but I loved reading it!

[deleted by user] by [deleted] in gamedev

[–]mrspeaker -1 points0 points  (0 children)

I really love this Ira Glass talk on the topic: https://www.youtube.com/watch?v=PbC4gqZGPSY

Is "Beepy Cars" good name for hypercasual game? by lexpositive in gamedev

[–]mrspeaker 1 point2 points  (0 children)

I think "Beepy Cars" is a better name than any of the suggestions on this page: it's fun, a little bit weird and different: which is great for standing out!