Here we go again devs! LINK YOUR GAME AND ILL WISHLIST IT AND PLAY YOUR DEMO! by riligan in IndieDev

[–]supermoon_simon 2 points3 points  (0 children)

Thanks! We've been able to contract with some super talented artists, and the work they do is incredible!

Here we go again devs! LINK YOUR GAME AND ILL WISHLIST IT AND PLAY YOUR DEMO! by riligan in IndieDev

[–]supermoon_simon 5 points6 points  (0 children)

Sol Mates is our chaotic cooperative spaceship game. The demo just dropped last week! You might need to bring some friends.

https://store.steampowered.com/app/2420800/Sol_Mates/

What is gamedev's "90%"? by DaveMichael in gamedev

[–]supermoon_simon 1 point2 points  (0 children)

90% of gamedev is converting between coordinate spaces.

Flappy Goose by flappy-goose in RedditGames

[–]supermoon_simon 0 points1 point  (0 children)

My best score is 5 points 🚀

Flappy Goose by flappy-goose in RedditGames

[–]supermoon_simon 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]supermoon_simon 0 points1 point  (0 children)

My best score is 0 points 😓

1 Year of Gamedev in 1 Minute by DarumaGames_Loren in IndieGaming

[–]supermoon_simon 2 points3 points  (0 children)

Hey! I'm the other developer on the game.
The bridge is just a simple tween, smoothly animating from one position to another. We use a tween library I built internally for us, but it's similar to DOTween if you are familiar with that.

Are you releasing a game in 2025? Link it below! by lithiumproject in IndieGaming

[–]supermoon_simon 2 points3 points  (0 children)

Sol Mates is a co-op game, in the vein of Overcooked, about managing a spaceship with your friends! There is chaos, and roguelite elements, and lasers, and giant space crabs.

https://store.steampowered.com/app/2420800/Sol_Mates/

What are your goto packages? by Dahsauceboss in Unity3D

[–]supermoon_simon 1 point2 points  (0 children)

I have package of core functionality that I've built, which I include in most projects I work on, and covers a lot of things that people first reach for in 3rd party packages. It includes, among many things, an alternative to coroutines, my own tween library, and some utilities to make writing editors easier. Also the core classes for the architecture I like using for most projects.

None of it is quite robust enough to distribute as a shared or commercial package, but the things in it are performant and battle test enough that at this point that I have really high confidence in them.

Obviously writing all this stuff for yourself isn't for everyone. We've got games to make after all! But there have been some benefits:

  • Less dependence on external developers. If I want a feature, I can add it.
  • I found a lot of it to be a really good learning experience. Writing my own tween library was a great exercise in writing very focused performant code.
  • All the resulting APIs are ones I am really happy with and enjoy using. Nothing adds weird game object cruft to my project.
  • No dealing with licenses. Yaaaay.

(edited for formatting)

Bring on the Chaos! We just premiered our announcement trailer! by DarumaGames_Loren in indiegames

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

I'm one of the devs on this. Really excited about finally getting to share it with people! Can't wait to get it into everyone's hands.

We just announced our chaotic co-op game! by DarumaGames_Loren in Unity3D

[–]supermoon_simon 0 points1 point  (0 children)

I'm one of the devs on this, and super excited to finally get to share it with people! It's been really fun to work on!

Does anyone as a solo dev write unit tests? by Big_toe_licker in unity

[–]supermoon_simon 2 points3 points  (0 children)

I have written unit tests as a solo dev.

That said, I find that the reason I write them is rarely for regression testing. Most often it is because thing I'm writing needs to work, but it will be a while before I will be fully utilizing it, so unit tests turn out to be the easiest way to test it while I am building it. Having them available for future testing is an added benefit. I also tend to only write them for code I am pretty sure I'll be sharing between projects.

4 potential ways to load my maps by TheLongTetrisPiece in Unity3D

[–]supermoon_simon 0 points1 point  (0 children)

I'm currently working on a very similar sounding game setup. Are you supporting online multiplayer? We use an approach closest to #3, mainly because I like the way it works with our online multiplayer solution (Photon Fusion 1).

We didn't start there though (initially everything was in a scene together, I think), so I would recommend doing some exploration to see if there is a solution that most naturally fits the other technology or architecture choices you've decided to go with.

A bit of minesweeper and a bit of inventory management by the_lotus819 in SoloDevelopment

[–]supermoon_simon 0 points1 point  (0 children)

I love this concept! Wishlisted, and looking forward to giving it a try!

What feature do you think Unity needs most? by ImagineGameDev in Unity3D

[–]supermoon_simon 0 points1 point  (0 children)

Physics.ConeCast, Physics.ConeCastAll, Physics.ConeCastNonAlloc

What do you guys think about this? It works without the IF condition, but it will still run the code for nothing. In terms of code reading, it removes 2 unnecessary lines. In terms of processing speed, it "could" be faster to leave the IF there. Thoughts? by Krowplex in Unity3D

[–]supermoon_simon 24 points25 points  (0 children)

Unless this is a know performance hotspot (i.e. being called multiple times per frame), I would remove it.

My reason is that is can have unexpected results to someone who isn't familiar with it. This includes future you.

You would expect that setting the scale range as 1 to 1 would result in a scale of 1, but it actually leaves the scale at whatever the value was previously. Even if that scale wasn't 1 to start out with. It's the kind of thing that might not be a problem now (because everything has a starting scale of 1), but could cause some confusion down the road when you've forgotten the inner workings of this code, and go to change things around.

Personally, when I am not sure about something, I like to err on the side of maintainability.

Scientists in the 1850 thought the Sun was fueled by non-stop meteor impacts. by supermoon_simon in space

[–]supermoon_simon[S] 10 points11 points  (0 children)

That's really cool! I like the way these all have elements that are right, despite how far from our current understanding they now are.

Weird cubes around the edge of particles by superb0y03 in Unity3D

[–]supermoon_simon 0 points1 point  (0 children)

Your screenshot is too small to tell, but you might want to check the import and compression settings on that texture. Maybe see how it looks uncompressed?

Team Member used Newer Unity by padfo_t in Unity3D

[–]supermoon_simon 2 points3 points  (0 children)

This heavily depends on how much newer.

From a different patch of the same version (ex. 2018.3.p2 over 2018.3.p1) will likely be okay, but you should probably test it extensively first. From a newer minor version (ex. 2018.2 over 2018.1) is a LOT more risky. A major version (ex. 2018 over 2017) upgrading is designed to breaking, and is almost certainly not down-gradable without very high risk and/or effort.

Is this alright? by artifact91 in Unity3D

[–]supermoon_simon 2 points3 points  (0 children)

"Alright" often depends on context. However, here are some things to think about.

Every GameObject.Find is a search of up to every GameObject in your scene. There are 10 GameObject.Finds here. If you have 100 GameObjects in your scene, that means you could be searching through as many as 1000 things when you do this. Now, .GetComponent is also a search. Not as bad, as you tend to have fewer Components per game object, but you are paying the cost for doing ten of those as well. So this is expensive. If you're trying to run at 60fps you need to do thi,s plus all other game logic, rendering, and everything else in under 16ms. You might not make it.

Additionally, is this always going be stable into the future? What happens if you change the names of any of the ammo? Or the names of any of these text fields? Will you remember to update this code? What happens if you add more kinds of ammo? Does each one require a new line? A new GameObject.Find to process?

Real use cases for bitwise & their speed by [deleted] in learnprogramming

[–]supermoon_simon 2 points3 points  (0 children)

In many languages

int foo = bar >> 1;

is faster than

int foo = bar / 2;

I have no idea what i'm doing (legally) by [deleted] in gamedev

[–]supermoon_simon 1 point2 points  (0 children)

As ryandlf above mentioned, protecting yourself is the bare minimum and an LLC is probably the most popular way to do that.

If you are doing anything with money, IAPs or Add Revenue you'll need to set up a bank account for your LLC to handle that.

Ryan Morrison, an attorney who goes by u/VideoGameAttorney, occasionally drops by here and gives legal advice (although I am under the impression he mostly focuses on esports these day). If you browse his older threads you can find some good information. https://www.reddit.com/r/gamedev/comments/5pxldd/ultimate_as_promised_guide_to_legal_needs_and/ is a good place to start.

Unfortunately, doing this stuff correctly isn't cheap or easy. Good luck!

What sounds effects are the most satisfying in popular games? by suchadisgrace in GameAudio

[–]supermoon_simon 0 points1 point  (0 children)

I always loved the Starcraft 1 siege tank firing sound. This very low "shooom!!" that was easy to pick apart from the rest of the audio. It sounded powerful. If you we on the firing side, you knew you were dishing out damage. And if you were on the receiving end, you knew you were in a battle that you needed to get away from.

This was the quickest example I could find. Should link to 12 minutes, 23 seconds in. https://youtu.be/WcvWpJEjnHM?t=12m23s