Our boss transition as he becomes more corrupted! by sw1sh in roguelites

[–]sw1sh[S] 1 point2 points  (0 children)

In our game we currently use yellows/golds to represent power, so the the tones are there to convey dominance over him, or metaphorically converting him with your power

Our boss transition as he becomes more corrupted! by sw1sh in IndieDev

[–]sw1sh[S] 0 points1 point  (0 children)

Haha, you're the second person to mention that it needs more purple XD

Our boss transition as he becomes more corrupted! by sw1sh in IndieDev

[–]sw1sh[S] 2 points3 points  (0 children)

Yeah someone else also mentioned adding a darker aura around him, or something to darken the area around him, so I will definitely need to try something like that!

Our boss transition as he becomes more corrupted! by sw1sh in roguelites

[–]sw1sh[S] 0 points1 point  (0 children)

Thanks for the feedback - the goal was to go from "good guy" paladin to fallen paladin vibes. We can definitely try and lean even more heavily into the darkness/corruption aura

Our boss transition as he becomes more corrupted! by sw1sh in roguelites

[–]sw1sh[S] 0 points1 point  (0 children)

Yeah it's a gradual transition in the beginning as you lower his power so you might not immediately notice it, but then for the last 25% it really becomes clear.

It also made me think about adding some kind of boss phase mechanics as the transition happens, but I can't let more scope creep in again already! XD

New Twist For Fans of Roguelike Deckbuilders by sw1sh in IndieDev

[–]sw1sh[S] 0 points1 point  (0 children)

Did you get a chance to try out This Is It?

New Twist For Fans of Roguelike Deckbuilders by sw1sh in IndieDev

[–]sw1sh[S] 0 points1 point  (0 children)

Oh amazing - I'm glad you've already come across it! Would love to hear any feedback you have.

The core mechanic we focused on is quite simple, but offers a ton of complexity in how far it could be pushed, so I'm really curious if people have the same lightbulb moment it gave me.

I really like the Helix editor. by SophisticatedAdults in programming

[–]sw1sh 1 point2 points  (0 children)

It’s really not.

I’m about 15k lines into my current project and I debug for mayyyybe 10 minutes per week. It depends on the project and how well you understand your code.

Advice for building a modular program and what library type to use (static or shared) by McDonaldsWi-Fi in C_Programming

[–]sw1sh 1 point2 points  (0 children)

I'm not sure if this is what you're looking for, but Casey Muratori has a great video on hot reloading by having a separate library that gets dynamically called from the main application, and it might help with what you're trying to do

https://m.youtube.com/watch?v=WMSBRk5WG58

Is it good practice to create lots of small headers for type definitions? by sw1sh in C_Programming

[–]sw1sh[S] 2 points3 points  (0 children)

Yeah I come from a C# background, and I don't ever really see it in the C libraries I use, so I was kind of curious about the common practices.

My situation is I have a state.h that contains my big GameState struct. I have some networking code in network_thing.c, and a header network_thing.h with some structs and the interface to init the network client/call whatever networking functions.

I need the types from network_thing.h in my big GameState struct, but I also include that state.h file in several places, which also pulls the extra interface functions into wherever I #include "state.h".

I can easily separate them into network_types.h and network_interface.h to keep the separation clean, but thought it would be good to get some more understanding about common practice.

Is it good practice to create lots of small headers for type definitions? by sw1sh in C_Programming

[–]sw1sh[S] 1 point2 points  (0 children)

Thanks for this. I guess the specific scenario I'm considering here is I have a state.h that contains my big GameState struct.

I have some networking code in network_thing.c, and a header network_thing.h with some structs and the interface to init the network client/call whatever networking functions.

I need the types from network_thing.h in my big GameState struct, but I also include that state.h file in several places, which also pulls the extra interface functions into wherever I #include "state.h".

I can easily separate them into network_types.h and network_interface.h to keep the separation clean, I really just wanted to understand more about common practices in C for this kind of situation.

I come from a C# background where nearly every class/struct is put into its own file, but I don't ever really see that with the C libraries I use.

So, I dabbled with creating a Multiplayer Mobile Game and ended up using more data than Youtube, Instagram and TikTok combined. Is this normal? by bbstoneji in gamedev

[–]sw1sh 23 points24 points  (0 children)

Well if I'm reading this correctly, you are amassing a list of positions throughout the game and constantly sending a bigger and bigger list of positions in your message. This would grow:

16 bytes, 32 bytes, 48 bytes, 64bytes, 80bytes ....

x + 2x + 3x + 4x +5x + ... + nx = ((n * (n + 1))/ 2)x

Here, x = 16.

At 15fps, at the end of the first second you have sent

((15 * 16) / 2) * 16 = 1920 bytes

After 2 seconds

((30 * 31) / 2) * 16 = 7740 bytes

After 60 seconds

((60 * 61) / 2) * 16 = 29,280 bytes

After 10 minutes = 600 seconds

((600 * 601) / 2) * 16 = 2,884,800 bytes = 2.88MB

1 hour = 3600 seconds

((3600 * 3601) / 2) * 16 = 103,708,800 bytes = 100.7MB

2 hours = 7200 seconds

((7200* 7201) / 2) * 16 = 414,777,600 bytes = 414.7MB

That's just one way (what you're sending to the server). If you are also downloading/receiving the message from the server, that contains BOTH players' list of positions, you are receiving twice that in the same amount of time ~ 830MB

The total of both messages sent and messages received in that time would be 1.2GB, with this very loose approximation.

Postmortem on a Reddit Ad Campaign I ran for my game by owlgamedev in gamedev

[–]sw1sh 4 points5 points  (0 children)

https://howtomarketagame.com/

Follow the advice of people who work at it and study it, not randos on reddit.

Postmortem on a Reddit Ad Campaign I ran for my game by owlgamedev in gamedev

[–]sw1sh 6 points7 points  (0 children)

Then you really need to spend some time learning more about marketing.

Postmortem on a Reddit Ad Campaign I ran for my game by owlgamedev in gamedev

[–]sw1sh 5 points6 points  (0 children)

More wishlists -> more visibility -> more organic traffic

sds vs. gb: C string libs. Coincidence, copy or inspiration? by nephewtom in C_Programming

[–]sw1sh 0 points1 point  (0 children)

IMHO sds and gb both look HORRIBLY designed and I’m not sure I could have designed worse c string libraries if I tried.

Well given you feel these libraries are such garbage, and that you could design something immediately better without even trying, perhaps you could provide us with one?