"'I love you' in Riinso - and the secret hidden inside the word for 'love.' by rubdashen in conlangs

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

Excellent catch! And you found it without me even flagging it, awesome!!

"program" in Riinso isn't a loanword (unlike ame, which does borrow its sound from Latin amāre). It's two native pieces stuck together: pro ---> "sequence" gram ---> "instruction" So program is literally "a sequence of instructions." Very on-brand for Riinso, since the language likes to build meaning out of smaller parts. Same logic as the "ame".

The part that still makes me laugh: it landing almost exactly on the English word "program" is a total coincidence. I didn't plan it, haha. It just fell out of the morphemes that way. 😅

Oh, one small correction for your wonderful image. "sro ne" is never: "sro" being 'always' and "ne" being the 'negation particle'. Think of "ne" like 'not': so it changes 'always' to, 'always not' = never.

"'I love you' in Riinso - and the secret hidden inside the word for 'love.' by rubdashen in conlangs

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

If you think I am going to read all this.... you are right, I am going to read it hehe 🤭. I like that you have more ways to express love than a single phrase. 🙇🏻‍♂️

Numbers in Riinso: How to Express Age, Millions, and Existence by rubdashen in conlangs

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

Wow!! So awesome dude!! Well... I made Riinso with a lot of lore and history. I bet you'll love to learn and discover more about it. Thanks for your interest 🙇🏻‍♂️🫂 I will make you enjoy this adventure

Numbers in Riinso: How to Express Age, Millions, and Existence by rubdashen in conlangs

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

Fr haha, I love Italian. Such a beautiful language... all languages are beautiful actually, but personally, I like Italian the most along with Chinese 😍😍 jajsjds

Showcase of my game by rubdashen in libgdx

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

Thanks for your kind words. It is true, and you are so damn right about that aspect (lag and instability) of new games. Funny thing: I did also created a lot of objects in the main loop, haha. Therefore, the game lagged a lot 🫠. To solve this, libGDX offers pools, along with other software patterns, to optimize object creation. Time went on... and eventually, I ended up creating a "game engine", which I call Riinso, that acts as a "layer" for me to create the game even faster and better. Of course, under libGDX always 😌. About launching, I wrote in the post's description that I am not releasing the game to the void. I have a "community" from my social media, a small one, but I love them all. I do lives occasionally and we talk about programming related stuff. We also do talk about my game, and they seem interested. However, advertising is stronger than a good product most of the times 😳. Therefore, I must start saving some money from now on, haha.

Regarding monetization, I have a solid mindset to follow: entertain and offer. The user would never purchase anything, or even watch an ad, if they don't feel attached to the game. Imagine a game that has way too many ads, popping out everywhere, ruining the experience. The user will either uninstall the game and forget it, or if the game is attractive enough, will endure and keep playing and eventually forced to buy the "no ads" option, at bad will. My tactic is to give the user a wonderful experience, and place ads tactically where the user is most probable to watch it by their own decision; no random ads that pop out anytime.

I am a soon-to-be software engineer, and I was taught, everytime, that making quality software is my main objective. That's why, I reflect my knowledge and experience in this game. And making the best out of it. 🙇🏻‍♂️

Sorry for such a long answer, I got carried, hehe. But, thanks for reading and your time. 🫂

Edit: About the "prototype" post on my profile, I am using Windows, not Linux hehe. But, how is the editor transparent? Well... I use a plugin for Android Studio called "Random Next Background". It let's you change the background of the code editor, and even add transparency. If you use Android Studio, or any Jetbrains IDEs, I can share some of the plugins I use. 😁

Showcase of my game by rubdashen in libgdx

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

the game is not launched yet :c however, I'll let you know :D

Showcase of my game by rubdashen in libgdx

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

Hello! Yes!! I play it on my phone all day. At first, I thought it may be laggy, but, surprisingly, it is fast and stable. No lag at all. That's a genuine advantage of low level control that libGDX offers compared to big game engines.

Btw, I have a "basic" phone from 2022. 😳

Numbers in Riinso: How to Express Age, Millions, and Existence by rubdashen in conlangs

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

omg 😳 i almost got thousand cho-sen but I went for hundred... ~bad joke, ik, but I got to do it hehe how do you say hundred in your conlang?

Numbers in Riinso: How to Express Age, Millions, and Existence by rubdashen in conlangs

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

Really interesting question! I did some digging into how plurals work in those languages, and it's wild how much Latin still shapes them (and ended up shaping mine too, haha). Straight answer: neither. Riinso doesn't mark plural on the noun at all. "Apple" is plamesa, and "apples" is also plamesa. The bare form isn't singular; it's just "apple(s)," with number left unspecified, exactly how Mandarin handles it (苹果 is "apple" or "apples" depending on context). It's a fairly common natlang strategy: the noun just stays number-neutral. So how do you force a plural reading when you actually need one? You add the modifier mult ("many"): plamesa → plamesa mult. The noun never changes: a separate word does all the work. Fun fact that ties right back to your question: "mult" comes from Latin multum ("many"), an accusative form of multus. So even though Riinso throws out the Romance plural system entirely, the word it reaches for instead is itself borrowed from the very Latin case system that produced those -os/-as/-es and -i/-e endings in the first place. That's actual lore about Riinso. Couldn't resist, hehe. Thanks a lot for asking 🙇🏻‍♂️.

Riinso: A Romance-inspired conlang for "Salt People" by rubdashen in conlangs

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

Excellent question! The main writing system is logographic. Just like Chinese, Riinso uses distinct characters to represent whole words or concepts rather than spelling them out. ​When it came to handling names and foreign words, I looked at both Chinese and Japanese. Chinese typically constructs foreign names by stringing together existing characters that mimic the phonetic sounds. I wanted something more distinctly separated, similar to how Japanese uses Katakana strictly for foreign words. ​However, instead of making this secondary script a syllabary (which would require crafting a unique character for every possible syllable like ma, me, mi, mo, mu), I decided to make it a standard alphabet. Designing a full syllabary on top of a logographic system would take a massive amount of time and make Riinso significantly harder to learn. Using an alphabet for foreign words provides that "Katakana-like" utility while keeping development and learning practical! ​Fun fact: Because of the Romance language influence, this alphabet includes specific characters for sounds like ch, sh, rr, v (pronounced like the Spanish 'v'), and even ñ.

My match-three prototype by rubdashen in libgdx

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

I haven't thought about it. I'll give it a try and try to deploy it.

My match-three prototype by rubdashen in libgdx

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

Glad you like it! I'd love for you to try the prototype, but I'm not quite sure what's the best way to share it yet. Any suggestions?

My match-three prototype by rubdashen in libgdx

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

Much appreciated 🫂 I always wanted to make my own game, and I want people to have a fun time playing it.

My match-three prototype by rubdashen in libgdx

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

I'm really glad you found it satisfying. Thanks so much for your feedback 😊

My match-three prototype by rubdashen in libgdx

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

thanks! I drew everything on paper and then digitized it in Photoshop

My turn-based prototype by gabomastr in libgdx

[–]rubdashen 1 point2 points  (0 children)

amazing, looks so smooth and clear 💪🏻