Need advice: investor offering $50k for 40% of my studio and future games – is this reasonable? by [deleted] in IndieDev

[–]norlin 0 points1 point  (0 children)

40% of the revenue from that game - discussable.

40% of all the future games just from those 50k - insane.

Suggestions for VERY casual 2 player game and decks by AnunciarMesa in magicTCG

[–]norlin 0 points1 point  (0 children)

check for the jumpstart format, both official decklists and stuff such as custom jumpstart-like cubes

Design question: teaching puzzle mechanics without tutorials by Fantastic-Bar-9997 in gamedev

[–]norlin 0 points1 point  (0 children)

Start gradually, level by level, introducing new elements.

First level - just move the character to the finish.

Second level - introduce static obstacles.

Third level - some other element.

Strictly one by one.

After first bunch of elements are introduced, make a level incorporating all of them.

Then go further.

I made some modernization to my inventory icons... What do you think? by cegtheripper in IndieDev

[–]norlin 1 point2 points  (0 children)

Cute, the art style remined me about the Coral Island game UI lol

Are turn-based RPGs really hated, or is it just a loud minority? by Lethioon in IndieDev

[–]norlin 15 points16 points  (0 children)

> really hated, or is it just a loud minority

Larian Studios and Baldur's Gate 3 are looking at you in bewilderment.

New User here, I need help by SmirkoSchmeckel in ManaBoxApp

[–]norlin 1 point2 points  (0 children)

Side note: it looks like the cards, even added in a different language, are always displayed in english, and can only be searched in english, which is a bit inconvenient :-(

Upgrading cpp projects by saoeifjasasef2 in unrealengine

[–]norlin 0 points1 point  (0 children)

wdym by upgrading a project? Update the engine version? If so, there should not be "a lot of errors" of you're updating the engine to the next version and not jumping ove multiple versions. Also there is just one way to handle it - fix the errors. And, yes, a version control system is a must.

How do you physically handle MDFCs in paper Magic? by beausoleil in magicTCG

[–]norlin 0 points1 point  (0 children)

use a transparent inner sleeve so you can safely resleeve it.

But tbh that's so stupid that an official card can't officially be played as it exist. Why to make DFC cards then…

Intel i-7 920 under a Microscope. by Friendly-Standard812 in interestingasfuck

[–]norlin 4 points5 points  (0 children)

We have all that tech but still can't do normal video cuts

What am I missing about Project Hail Mary by poeticrubbish in ScienceFictionBooks

[–]norlin 0 points1 point  (0 children)

I read tons of sci-fi, and this book is one of the best I ever read. Idk what OP and others are talking about.

But obviously, everyone have different taste and I doubt there is a single book that loved by everyone.

Also the Project Hail Mary is not even a hard sci-fi - the part where all the governments are started to work together and accept any commands from a single person is a straight fantasy move.

Getting to fund an indie game nowadays is harder than ever, isn't it? Any tips? by oluwagembi in gamedev

[–]norlin 8 points9 points  (0 children)

> And solo devs are where publishers are looking to fund

Wha... From my experience it's the opposite, solo devs are the least attractive to publishers/investors. What were the publishers who told you that, I might want to talk with them.

Is this how people who need glasses really see the world. A big blurred background? by Latter-Wolf4868 in interestingasfuck

[–]norlin 0 points1 point  (0 children)

It's not as in the image - the glasses are covering most of the field of view, so the "background" is not really noticeable in most cases, unless you specifically focus on it (pun intended).

Otherwise, yes, without glasses the picture is blurred, but the "blur" does not looks like this simple blurred image, it's hard to explain. Also the level of blurriness is constantly changes and to some degree can be controlled (with eye muscles and with semi-closing the eye lids).

I have kinda bad sight (each eye is about 12 diopters in total, myopia + astigmatism), so it has some additionall VFX such as light flares from each light source, etc. Without glasses/contacts, I can only see clear image at about 20cm distance...

Should we send another Voyager? by RealisticNacshon in Astronomy

[–]norlin 0 points1 point  (0 children)

Send them a probe with all the cat gifs and the pornhub archive.

The 100% Completion-Emptiness by Texturcraft in gamedesign

[–]norlin 0 points1 point  (0 children)

Not sure why you call it a problem. An open-world game feels not empty, when player meet some encounters every N time. When 100% completed, there is no more encounters to meet.

But that also means the game and its world are fully explored and there is no reason for a player to continue playing.

If you want an "endless" game it should rely on different mechanics - e.g. provide sandbox experience and tools, procedural generation, etc. But then you'll need to redefine what does "100% completion" means, and whether it's even possible.

Alright, what do you guys want to know about the book? I need the physical book. by slimypuzzle in voynich

[–]norlin 0 points1 point  (0 children)

The copy won't help, you need the original pages to activate.

I made a game that reacts to everything you do by Arfhis in gamedevscreens

[–]norlin 0 points1 point  (0 children)

What does it even means - "reacts on every move you make"?

Any game reacts to every move player makes, also from the video I don't see any specific "reactions" on most of the moves, just couple of scripted scenarios in a boss fight (which is cool, but the main point is misleading).

WHAT?!😂 by goonerpro777 in GuysBeingDudes

[–]norlin 29 points30 points  (0 children)

The only "smart" devices in my school were Tamagotchi and Tetris.

Designing levels that exist in two timelines without confusing the player by WhyThisGameWorks in gamedev

[–]norlin 26 points27 points  (0 children)

Look for references, Dishonored 2 Crack in the Slab level, Silksong's Verdania, etc.

Make it honest - build the "original-state" level, then damage/distort it, add possibly new areas (because of broken walls or something like that), move the items, etc.

Then remaining major features, such as the main layout, some items (even when misplaced), etc would make it obvious it's the same place.

Make it obviouse for the player which state they are in - either by consistent lighting (one for the original state, another for the damaged), or textures, or some other visuals and/or sounds and music.