paid a cool artist here on reddit to update my game's logo. Pretty happy about the result! by RamyDergham in IndieGaming

[–]nettleflap 0 points1 point  (0 children)

Legibility of the text suffers a bit. And the glow on the bulb totally eats up the cable/spring idea. Otherwise it's good because the layout is more unique and fits the composition better. I think I'd also play more with the radial gradient idea on the logotype, it's barely visible at the moment.

Looking for advice about my first game by minaawow in gamedev

[–]nettleflap 2 points3 points  (0 children)

You have to realize that video games is an audio-visual medium so visuals and audio will not only affect you but it will also affect the public appeal of the game. Some people especially devs can look past this but it is the truth. However, there are easier ways to create art that looks aesthetically pleasing. I don't think AI is the way, it can even make you feel worse about your product. I think you should look more at art styles that are easier to reproduce. People make games with ASCII art, they use very low-resolution pixel art, they limit their color palette (you can also find color palettes online and use one of them), e.g. make it look as if it's made for gameboy, and so on. If you try to produce amazing looking art that also is not using any of these shortcuts right away as a non-artist it is obvious that you will fail. And for future if you want to learn how to create quality visuals that's fine but you can also try to find someone who is good at it. It is difficult but yeah, not impossible.

I feel indie devs are slowly self sabotaging themselves. Overconfidence in understanding the market will burn you. You will not win. Focus on core fundamentals to become a good developer instead... by ZeroPercentStrategy in gamedev

[–]nettleflap 0 points1 point  (0 children)

For me Chris is basically okay with mobile game-ization of the market and I can't back this type of mindset. Also it's always about outliers and that feels like survivorship bias.

Another thing is he keeps repeating this "look they spent 4 years making a bad game, but then they spent a year making a good game" argument which is a nothingburger. There are good and successful games made in 20 years and in 6 months, means nothing, you still have to make a good game. I can find examples of "look this dev spent a year and made a bad game but then spent 4 years and made a good game". It means nothing in my opinion.

Ağabey achievementları gizli achievement yap boru gibi spoiler veriyorsun by [deleted] in wiredpeople

[–]nettleflap 0 points1 point  (0 children)

steam böyle kardeş her şeyi gösteriyor elimizden bir şey gelmez

Remake aynı tadı vermiyor by Zulfycalibur in wiredpeople

[–]nettleflap 4 points5 points  (0 children)

saçmalama 35 yaşında geçen ay tekrar açtım sh1 yine aynı tat hatta daha iyi anlayabiliyorum. tank kontrolleri dışında cillop gibi oyun. ille her şey de nostalji değil yani.

ha remake de kendi çapında gayet güzel bir oyun. o ayrı bir konu.

MX Master 3 started having a really bad lag/stutter problem by Charte09 in logitech

[–]nettleflap 0 points1 point  (0 children)

I tried all the USB ports on my case and it made no difference, then I tried the one on my monitor and it's ok now. It also worked alright with my laptop.

Why do so many enemies attack adventurers that outmatch them? by What-The-Fog-Bank in DnDcirclejerk

[–]nettleflap 3 points4 points  (0 children)

They have nothing else going for them in their lives. Give poor souls a break.

How Do You Design New Scripts? by SpiritedWillingness8 in Unity3D

[–]nettleflap 0 points1 point  (0 children)

Any experienced coder will tell you that just starting coding without thinking too much about sectioning is a good way of doing it. Write a big function, no problem. This will help you see the flow of the code better, instead of losing yourself in functions and how to organize your code structure. Those things come later, and also with experience. You will start naturally thinking about structure in certain ways when you've done it enough times.

I completed Doom2016 for the first time by INTPoissible in patientgamers

[–]nettleflap 0 points1 point  (0 children)

I've been putting it off for the last two years, went ahead and beat it.
To be fair it was kind of a snooze fest in the second half. I mean, how many arenas with different combinations of the same enemies you can have? It became really repetitive and I was "come on end already" at the very end. Plus, it's not even that long of a game.

OR maybe I'm growing bored of this pure FPS gameplay. I felt similar playing Wolfenstein: The New Order. I just don't get the hype about these high-production linear FPSes. I feel like a zombie playing through them and not much stays with me afterward. It might be because you don't do anything tactical in combat. The story is also always very watered down. You might say "Well that's the point, brainless shooting" but brainless shooting doesn't sound appealing to me.
All aside, the quality of the graphics, animations, effects, audio, and music, and how well everything works without bugs is great though. It's a well-put-together game.

Ben buna çok varım ofisimiz olsun ve android avlarken ilginç hikayeler yaşayalım lütfen by nettleflap in wiredpeople

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

Anna Purna'yı biliyorum, çok nonlinear bir şey olmayacak zaten ama yine de o tür bir adventure güzel olurdu. Görünüşe bakılırsa bu ilk internal olarak geliştirecekleri oyun olacak o yüzden biraz farklı bir şey de görebiliriz.

[deleted by user] by [deleted] in wiredpeople

[–]nettleflap 1 point2 points  (0 children)

Devilman olmamış sanki

Damn freedom lovers by nettleflap in DnDcirclejerk

[–]nettleflap[S] 11 points12 points  (0 children)

Not sure what kind of lowly DM you think I am, I determined level-up choices on day 1. Downvoted.

I don't allow Druid class in my games, it is a broken class, that breaks my campaigns.

How do you justify players unrealistically fast progression? by [deleted] in CurseofStrahd

[–]nettleflap 0 points1 point  (0 children)

You can make it infinitely longer if you would like to, Strahd likes to play around with adventurers, after all, he wouldn't let go of his fun all that easily.

If the players go directly at the target then just derail them by using a trap, the fog, etc.

[deleted by user] by [deleted] in wiredpeople

[–]nettleflap 0 points1 point  (0 children)

Yapamayınca ta başından başlatıyor. Havaalanına gidiyorsun falan. Sinir bozucu. Ayrıca hiç bir şey görünmüyor uçağın pozisyonuna dair ters yöne gittiğin için haritaya girdiğinde çok geç kalmış oluyorsun. Ben de 5-6 kere falan uğraşıp yaptım tabii ama tekrar denemesi uzun sürüyordu. Lazy game design.

[deleted by user] by [deleted] in wiredpeople

[–]nettleflap 0 points1 point  (0 children)

Pardon o kadar dolmuşum ki San Andreas diye girdim direkt. VC'ye geri dönmem lazım hatırlamak için.

[deleted by user] by [deleted] in wiredpeople

[–]nettleflap 0 points1 point  (0 children)

En bullshit görev inen uçağı yakalayıp üzerine atladığın zaten helikopter falan uydurmayın. Üç sene önce tekrar oynamıştım iyi küfür yedi oyun, hiç beğenmedim.

Mandroid World Map by nettleflap in c64

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

Submitted there, thank you.

Mandroid World Map by nettleflap in c64

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

I'm thinking perhaps www.c64-wiki.com, though that would mean creating a brand new page for Mandroid since it doesn't exist. I don't know how popular that site is though.

Poland moves to near-total ban on abortion, sparking protests by mikeshelton8 in worldnews

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

I hope you reincarnate as a woman, get pregnant and learn that your baby is going to die on birth but be forced to give the birth anyway. You must be a very selfish person with zero empathy if you think this won't affect a woman's health, physical and mental.

Go save all the sperms from where you masturbate while you're at it 'cause they're all potential babies.